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[[Action Man's Character Sheet]]
''Background/History:'' As far as high school teenagers go, Alfred Mann was never the smartest or the best looking or the most athletic or the most popular. He was never really anything. A comic book and sci-fi geek with a penchant for computer games and RPG's, Al had few real friends and certainly no prospective high school romances. It grated on him, mostly because he wanted all those things that a teenager wants, including popularity and acceptance. Losing his virginity wouldn't hurt, either.
One thing the young Mr. Mann had was a sharp wit. Unfortunately, he also had a mouth that tended to run just a second or two faster than his brain, which usually got him into all kinds of trouble. There was the time he commented to the principal about how hot his wife was, and the time he boasted about having read the GM's Vault section of the supplement being used at the gaming convention to a person he didn't realize at the time was the GM of his assigned game. It wasn't that he was a bad kid, he was just too much of a smart ass to stay clear of trouble.
And so it was that he found himself getting beat up by Shane Lambert out on the school soccer field. He'd made one too many comments about the class bully's potential parentage and it had gotten back into the wron gears and the rest was fisticuffs at 3:00 PM. Shane beat Al down pretty good, leaving the smaller boy to lie in the mud that rainy, stormy afternoon.
Alfred lay there on the forty yard line for a long while, contemplating his bruises and his fat lip and his swollen left eye. The rain was falling harder, a real downpour, and he just lay there looking up at the dark, heavy clouds above. He had been sad and angry at first, but the rain was oddly soothing. The patter of raindrop on mud times one billion rolled into his ear and taken together with the coolness of the drops on his face, it was almost spiritual. Then --POW!--
One can alomst imagine the horror on Mrs. Mann's face when she answered the doorbelll to find her own son standing on the porch, a black, charred hole blown in his shirt, a vacant, dazed look in his eye. He said, "I don't feel so good, Mom," before groaning and keeling over on the spot. Al's mom stood there in open-mouthed shock for a few moments before she started to scream.
The people at the hospital were amazed at how well Alfred was doing as one of those rarest human statistical anomoalies: people who survive getting struck by lightning. He was sent home the next day and everything seemed normal with the youth. But everything was far from normal.
It didn't happen right away. At first, Al chalked it up as post-traumatic jitters. Then he found his leg bouncing every time he sat down. Or he'd be standing and find himself bouncing on his toes, or swaying side to side. And it wasn't only an inability to stand still. He seemed quicker, almost twitchy, both in body and mind. His reflexes and hand-eye coordination were astounding and his mental agility seemed slightly improved as well.
He watched some gymnastics on television, and then went to the school gymnasium and performed the intricate acrobatics if not exactly then at least easily. He was stronger, leaner, his body processing most of his body fat away. Sitting alone in his room, Alfred Mann realized what had happened. He was no dummy. The comic collector knew a radiation accident when he saw one.
So he dedicated himself to getting through high school as quickly and painlessly as possible. During his senior year he took every odd job he could find to save himself a financial stake which he'd use for moving into the city, and for buying a costume and some decent gadgets. He also took martial arts lessons at the local Tiger Schulmann's. When the time came, he'd be ready.
Alfred Mann knew the score, and he didn't want to go to college anyway. Not when he could be Action Man.
''Personality/Motivation:'' Alfred really and truly enjoys his "job" as a costumed crimefighter. It's this view that his nightly escapades are his real work that makes it so difficult for him to hold down a day job, but he wouldn't have it any other way. He always tries to be the good guy and do the right thing, but he's never lost his smart aleck ways. It still gets him into trouble more often than not. His tendency to act before he thinks and to react with more force than is necessary has made him a wanted man with the NYPD and the pro-criminal rights crowd, a distinction which really bothers him.
''Quote:'' "Hey, jackass...I'm up here on the fire escape, moron. What are you, too stupid to get a job so you gotta steal purses for a living?"
''Powers/Tactics:'' He's pathologically impulsive and a highly aggressive combatant, who tends to overcompensate for what he sees as a lack of defenses with speed and overwhelming force. Guns are bad news, so he'll close to hand-to-hand range as quickly as possible and move among a crowd of opponenets so as to make gunplay either unlikely or too potentially dangerous for those he is fighting.
He tends to skulk along the rooftops and use the city landscape to his benefit. He's very stealthy and tries to remain hidden unless he's in a safe position. He often attacks by surprise and without warning.
''Appearance:'' Action Man's costume is midnight blue in the shoulders, gloves, trunks, and boots, and dark crimson everywhere else. His mask is a full head covering in midnight blue with a stylized dark crimson "A" on the forehead.
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<head>
<title>Action Man - Hero Designer</title>
</head>
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<font size=+2><b>Action Man</b></font><br>
<p>
<table cellpadding="0" border="0">
<tr><td align="right"><b>Val  </b></td><td><b>Char   </b></td><td><b>Cost</b></td></tr>
<tr><td align="right">20  </td><td><b>STR</b></td><td>10</td></tr>
<tr><td align="right">26  </td><td><b>DEX</b></td><td>48</td></tr>
<tr><td align="right">20  </td><td><b>CON</b></td><td>20</td></tr>
<tr><td align="right">12  </td><td><b>BODY</b></td><td>4</td></tr>
<tr><td align="right">18  </td><td><b>INT</b></td><td>8</td></tr>
<tr><td align="right">14  </td><td><b>EGO</b></td><td>8</td></tr>
<tr><td align="right">18  </td><td><b>PRE</b></td><td>8</td></tr>
<tr><td align="right">10  </td><td><b>COM</b></td><td>0</td></tr>
<tr><td></td><td> </td><td></td></tr>
<tr><td align="right">4/10  </td><td><b>PD</b></td><td>0</td></tr>
<tr><td align="right">4/10  </td><td><b>ED</b></td><td>0</td></tr>
<tr><td align="right">6  </td><td><b>SPD</b></td><td>24</td></tr>
<tr><td align="right">10  </td><td><b>REC</b></td><td>4</td></tr>
<tr><td align="right">40  </td><td><b>END</b></td><td>0</td></tr>
<tr><td align="right">32  </td><td><b>STUN</b></td><td>0</td></tr>
<tr><td></td><td> </td><td></td></tr>
<tr><td align="right">8"  </td><td><b>RUN</b></td><td>4</td></tr>
<tr><td align="right">4"  </td><td><b>SWIM</b></td><td>2</td></tr>
<tr><td align="right">8"  </td><td><b>LEAP</b></td><td>4</td></tr>
</table>
<b>Characteristics Cost:</b> 144
<p>
<table border="0" cellpadding="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Power</b></td>
<td align="right"><b>END</b></td>
</tr>
<tr>
<td align="right" valign="top">12  </td>
<td><b><i>Ballistic Cloth Costume: </i></b>Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">8  </td>
<td><b><i>Bracer Spin-Shield: </i></b>Missile Deflection (Bullets & Shrapnel) (15 Active Points); OIF (-1/2), Will Not Work Against Heavy Missiles (-1/4) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">8  </td>
<td><b><i>Bracer Zip-Line: </i></b>Swinging 12" (12 Active Points); OIF (-1/2) </td>
<td valign="top" align="right">1</td>
</tr>
<tr>
<td align="right" valign="top">3  </td>
<td><b><i>Nightvision Optics: </i></b>Nightvision (5 Active Points); OIF (-1/2) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">  </td>
<td>Utility Belt </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">2  </td>
<td>1) <b><i>Advanced Lockpick Set: </i></b>+2 with Lockpicking (4 Active Points); OAF (-1) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">2  </td>
<td>2) <b><i>Crime Scene Kit: </i></b>+2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">3  </td>
<td>3) <b><i>Flash Pellets: </i></b>Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) </td>
<td valign="top" align="right">[6]</td>
</tr>
<tr>
<td align="right" valign="top">1  </td>
<td>4) <b><i>Medkit: </i></b>+2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">6  </td>
<td>5) <b><i>Mini-Radio: </i></b>HRRP (Radio Group) (12 Active Points); OAF (-1) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">2  </td>
<td>6) <b><i>Security Systems Analyzer: </i></b>+2 with Security Systems (4 Active Points); OAF (-1) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">9  </td>
<td>7) <b><i>Throwing "A"s: </i></b>HKA 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) </td>
<td valign="top" align="right">[6 rc]</td>
</tr>
</table>
<b>Powers Cost:</b> 56
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Martial Arts Maneuver</b></td>
</tr>
<tr>
<td valign="top" align="right">5  </td>
<td>Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls </td>
</tr>
<tr>
<td valign="top" align="right">4  </td>
<td>Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td>
</tr>
<tr>
<td valign="top" align="right">4  </td>
<td>Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm </td>
</tr>
<tr>
<td valign="top" align="right">4  </td>
<td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td>
</tr>
<tr>
<td valign="top" align="right">4  </td>
<td>Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike </td>
</tr>
<tr>
<td valign="top" align="right">5  </td>
<td>Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike </td>
</tr>
<tr>
<td valign="top" align="right">4  </td>
<td>Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm </td>
</tr>
</table>
<b>Martial Arts Cost:</b> 33
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Skill</b></td>
</tr>
<tr>
<td valign="top" align="right">  </td>
<td>Everyman Skills </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>1) CK: New York City 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>2) Acting 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>3) Climbing 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>4) Native Language (idiomatic; Literate) (4 Active Points) </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>5) PS: Detective (Everyman Skill) 11- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>6) Persuasion 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>7) TF: Small Motorized Ground Vehicles  </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Acrobatics 14- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Breakfall 14- </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>+2 with HTH Combat </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Concealment 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Conversation 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Criminology 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Deduction 13- </td>
</tr>
<tr>
<td valign="top" align="right">5  </td>
<td>Defense Maneuver I-II  </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>KS: The Criminal World 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Lockpicking 14- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Paramedics 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Security Systems 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Shadowing 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Sleight Of Hand 14- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Stealth 14- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Streetwise 13- </td>
</tr>
</table>
<b>Skills Cost: </b>57
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Perk</b></td>
</tr>
<tr>
<td valign="top" align="right">4  </td>
<td>Access (Hidden (-1 to Skill Rolls)) </td>
</tr>
<tr>
<td valign="top" align="right">2  </td>
<td>Fringe Benefit: Private Investigator License </td>
</tr>
</table>
<b>Perks Cost:</b> 6
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Talent</b></td>
</tr>
<tr>
<td valign="top" align="right">6  </td>
<td>Combat Luck (3 PD/3 ED) </td>
</tr>
</table>
<b>Talents Cost:</b> 6
<p>
<b>Total Character Cost:</b> 302
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Val  </b></td>
<td><b>Disadvantages</b></td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Dependent NPC: Juni Ishimura, Girlfriend 11- (Normal; Unaware of character's adventuring career/Secret ID) </td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Hunted: The Cardinal of Crime 11- (Mo Pow, Harshly Punish) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Hunted: NYPD 8- (Less Pow, NCI, Capture) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Physical Limitation: Can't Stay Still (Frequently, Slightly Impairing) </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Psychological Limitation: Aggresive In Combat (Common, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">25  </td>
<td>Psychological Limitation: Prone To Action (Very Common, Total) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Reputation: Dangerous, Unstable Vigilante, 11- </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Social Limitation: Secret ID (Frequently, Major) </td>
</tr>
</table>
<p>
<b>Disadvantage Points:</b> 125<br>
<b>Base Points:</b> 175<br>
<b>Experience Required:</b> 2<br>
<b>Total Experience Available:</b> 2<br>
<b>Experience Unspent:</b> 0
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The [[New York Knights]] were once an iconic representation of the power and promise of 1950’s America. While those gifted individuals who chose to live their lives using their powers for the common good had joined forces in the fight against evil from time to time, the Knights were America’s first recognized formal team. They laid the groundwork for the hero groups that would follow, springing up in major cities across the country and indeed, the world.
The New York Knights were the gold standard of heroic teams. Their roster was comprised of the best that America had to offer in terms of ability, character, and class. [[Blue Shield]], [[Gauntlet]], [[Madam Justice]], [[Nomad]], [[The Mantis]], [[Harlequin]], [[Mysteria]]... the role call was a who’s who of heroism and public service, often in the face of impossible odds. They were the protectors and defenders of New York City, ambassadors of good will to the world, and a beacon of hope to all.
Throughout the turbulent ‘60’s, the groovy ‘70’s, and the first half of the 80’s, the Knights stood tall. Some of the names would change, but always there was that group of heroes which New York came to be so proud of and to whom no end of heroic deeds could be attributed. They were a constant source of pride to the people of the city - constant, that is, until May 1, 1985.
On May 1, 1985, the monstrous abomination known as Rampage appeared in Central Park. The mindless giant was moving south leaving a trail of destruction in his wake. Nothing could stop it – cars, buses, hot dog carts, streetlights, people – not even the NYPD’s new [[M.A.C.E.]] units. The chief of police picked up the phone and made the call to let the Knights know that their city needed them once again.
But nobody answered the call.
By the time the NYPD, aided by the independent heroes [[Mustang Sally]] and [[Action Man]] were able to neutralize the threat, Rampage had turned 5th Avenue as far down as 40th Street into a disaster area. Dozens of vehicles were destroyed. Half the storefronts between 40th and the park were ruined gaping wounds full of concrete dust and broken glass. Three buildings would eventually have to be demolished completely and rebuilt. Four New Yorkers were dead, including a cop. Many more were injured.
Much newsprint and airtime was spent asking the question, “Where are the New York Knights?” Calls to their hotline were answered by a message in electronic voice saying that the Knights were “unavailable”. Attempts to enter their headquarters at [[Pier 92]] on the West Side were rebuffed by a security lockdown on the facility. Routine points of contact for the Knights – NYPD Knights Liaison Captain [[Peter Drucker]], New York Post supers beat writer [[Ruby Sloane]], prominent rabbi [[William Berkowitz]] – had no idea what could have happened to the missing heroes.
As the weeks and months dragged on with no sign of the team, the tone of the coverage changed. The Knights had abandoned New York. Depending on the newspaper columnist or television news show pundit you listened to, the once omnipresent protectors of the Big Apple had given up, retired, been wiped out by some master villain, or were still there and just watching and waiting for…something. In any event, the Knights were gone, and it didn’t look like they were coming back.
The troubles that plagued New York didn’t vanish, however. At first, the NYPD was overrun by the volume of super crime that they had never had to face before. In time, the city got a hold of itself. The independent heroes of New York picked up a little slack, and new heroes arrived on the scene to help the city in its time of need. Eventually, a new team of supers, [[Omega Force]], settled on the island and voiced their intention to pick up where the Knights had left off.
Fast-forward to early 2007. The New York Knights had become just another part of the city’s colorful history, forgotten by most and practically unknown to an entire young generation of city dwellers. Omega Force had firmly established itself as a team not just of New York, where they held their headquarters on Governor’s Island, but of the entire globe. Pier 92 was just another waypoint for tourist buses and curious people with cameras, the facility still locked up tight as a drum – locked up, that is, until May 3, 2007.
Morning traffic along the West Side Highway was always bad, but on this day it was a parking lot. The service gate to Pier 92 was open. Several unmarked trucks were parked
in the main lot. People dressed as construction laborers of all kinds moved in and out of the facility. By ten o’clock there were no less than six mobile television units parked outside, joined by a dozen photographers, reporters, and three news helicopters hovering above it all. The police were dispatched to maintain order and they set up a cordon around the sidewalk to keep the public at bay.
Attempts to enter the pier grounds were met at the gate by security staff who politely but very firmly declined all visitors. Attempts to talk to anyone on the inside received only a curt “no comment” in response. The more intrepid reporters had taken note of the license plates of the worker vehicles and found them registered to the [[New York Knights Trust]], which owned the real estate. The only recognized figure in all of this was an aging [[Daniel Lee]], the appointed trustee. He infrequently came and went with even less to say than the workers or security guards.
This state of affairs continued for months. Eventually the crowd outside the gates thinned to a regular few who maintained their watch over the curious proceedings. There came a day in February of 2008 where the trucks stopped coming and the workers were gone. The omnipresent security guards also were no longer seen, becoming unnecessary as Pier
92 once again went into full security lockdown mode.
What had it all been about, this sudden burst of activity at the headquarters of the long-absent New York Knights? Had the team returned? Was the greatest mystery in the history of New York City about to be revealed?
Stay tuned.
''Importance of the Player Characters:'' Very important. The players are the focus of the campaign – their personalities, their style, their struggles, will make up the bulk of the storytelling.
''World Description:'' The campaign will occur in modern-day New York City and the greater tri-state area with occasional forays into the wider world as required. The game world will mirror the real world as much as possible, with several obvious exceptions, chief among those being the presence of super-powered individuals and all that entails.
''Local Relations:'' The New York Knights were once the toast of New York. Since their departure from the scene, however, people have reacted towards them and their memory in varying manners. Some still revere the team and wish for their return. Others despise the team for walking out on the city and its inhabitants when they needed them the most. Still others could care less either way. The players actions will directly impact their ongoing relations with the city and its people.
''Morality:'' As with most supers games, morality will be fairly black and white with a little grey in between. The government (police, state, local and federal) will be mostly good – or acting in the best interests of their citizens. However, the game will also deal with the ramifications of supervillains. Justice will tend to be upheld, and the right thing to do will usually be clear, even when the law isn't.
Allies and enemies will be made as the game moves along. People will react to what they perceive the player characters are doing to them, for them, with them, and against them.
''Realism:'' Always keeping in mind that this is a fictional game about people with super powers, realism will be pretty high. Characters will have ongoing relationships with the people around them and with each other. Past story events will color and effect later events. Character death is possible but will be exceedingly rare. The player in question will practically have to ask for it.
''Outlook:'' The comic-book style outlook will be balanced between success and failure, just like real life, but skewed towards the positive. There will be a lot of interaction in this game beyond combat, and the characters will have to figure out who to trust, when to trust, and how much to trust those people around him. In general, however, the good guys should triumph.
''Seriousness:'' The intent of this campaign is to be a light-hearted and fun adventure in crime-fighting. There will be heavier moments and perhaps some scary ones if the GM is up to snuff, and the characters will certainly have their hands full on occasion. And of course, clever banter is never out of place, really. Also, this particular GM likes to throw an obvious comedic plot at the group every once and a while, just to keep things from getting too stuffy. Expect it when you least expect it.
''Continuity:'' The game will be as serial as possible. Events will progress along a regular timeline and past events will have a direct impact on future events.
[[Chance's Character Sheet]]
''Background/History:'' Serena is a mutant, whose powers emerged at puberty. After listening to her parent's scoff or explain away the visions of things she saw happening, she kept them to herself. Her elder sibs teased her unmercifully at first about these things. That also helped her learn to keep their existence quiet, even as mouthy as she is.
Eventually, she discovered other things she could do - she "sees" a probability, a different outcome and applies her will to it to make it happen. After some research in the local library, she knew what she was experiencing as "psychic" phenomena and resolved not to tell anyone what was happening to her. She had the usual slips someone must go through in learning to control something like this, but luckily no one was seriously injured and most of them were explained away as some natural occurrence.
She's quite intelligent, but not bookish. In fact, she got average to poor grades in school - she'd rather have been practicing guitar than studying, and it showed. Stubborn (hard-headed, her mama calls her) but not obstinate or stupid about it. She wasn't particularly athletic, but she loved horseback riding. Her good physical condition is a result of her rural background coupled with the strenuous physical labor of acting (with the others) as the road crew for the band. Her mutant powers also had a hand in her conditioning, toughening her, improving her reaction time and stamina to beyond the upper limit of human norms.
Her career choice is musician. She loves playing in the band and has some talent where guitar is concerned. Her favorite music is R&B, and she listens to Stevie Ray Vaughan, Eric Clapton, Bonnie Raitt, and Robert Cray for hours on end.
''Personality:'' Her father is a Vietnam veteran, her older brothers were both in Desert Storm. Serena's family is rooted in traditional American values, and those include "giving back in return for what you got." She was raised to believe in standing up for the underdog, for what's right, and for those who can't stand up for themselves. That "do right by your neighbors" mentality runs deep, in rural Texas. Serena inherited her share of it, and then some.
Also, fair warning: She's a wise-ass. You don't grow up the youngest of 8 children without learning how to defend yourself physically and verbally.
So in these latter days before the game starts, she's trying to balance her life as Chance and her life as a musician and finding it growing more difficult by the week....
''Quote:'' "You're never who you used to think you are -- how strange!" -- Eric Clapton, Pretending
''Powers/Tactics:'' Chance enjoys being the "wild card" in any encounter, using her powers to make the opposition a little less sure of themselves. She uses Location Probabilities (T-port) to never be any one place for long and generally likes popping in behind or above opponents to startle them when she can. As I've conceived her, that Probability Onslaught (Ego Attack) is her big gun, but that's subject to change as I rework the character for 5th Edition.
''Appearance:'' Human female, Caucasian age 23. Dark brown hair, dark brown eyes. Slender, wiry build. Hair is just past shoulder length, naturally curly (kinky?). Slightly olive complected (she'd never sunburn), long legs (kinda colt-ish). She can be serious when she needs to be, but in most circumstances there's always the hint of a mischievous grin flickering at the corners of her full-lipped mouth...
<html>
<head>
<title>Chance - Hero Designer</title>
</head>
<body>
<font size=+2><b>Chance</b></font><br>
Player: Songstress
<p>
<table cellpadding="0" border="0">
<tr><td align="right"><b>Val  </b></td><td><b>Char   </b></td><td><b>Cost</b></td></tr>
<tr><td align="right">13  </td><td><b>STR</b></td><td>3</td></tr>
<tr><td align="right">23  </td><td><b>DEX</b></td><td>39</td></tr>
<tr><td align="right">20  </td><td><b>CON</b></td><td>20</td></tr>
<tr><td align="right">10  </td><td><b>BODY</b></td><td>0</td></tr>
<tr><td align="right">15  </td><td><b>INT</b></td><td>5</td></tr>
<tr><td align="right">14  </td><td><b>EGO</b></td><td>8</td></tr>
<tr><td align="right">13  </td><td><b>PRE</b></td><td>3</td></tr>
<tr><td align="right">14  </td><td><b>COM</b></td><td>2</td></tr>
<tr><td></td><td> </td><td></td></tr>
<tr><td align="right">5  </td><td><b>PD</b></td><td>2</td></tr>
<tr><td align="right">4  </td><td><b>ED</b></td><td>0</td></tr>
<tr><td align="right">5  </td><td><b>SPD</b></td><td>17</td></tr>
<tr><td align="right">8  </td><td><b>REC</b></td><td>2</td></tr>
<tr><td align="right">50  </td><td><b>END</b></td><td>5</td></tr>
<tr><td align="right">36  </td><td><b>STUN</b></td><td>9</td></tr>
<tr><td></td><td> </td><td></td></tr>
<tr><td align="right">6"  </td><td><b>RUN</b></td><td>0</td></tr>
<tr><td align="right">2"  </td><td><b>SWIM</b></td><td>0</td></tr>
<tr><td align="right">2 1/2"  </td><td><b>LEAP</b></td><td>0</td></tr>
</table>
<b>Characteristics Cost:</b> 115
<p>
<table border="0" cellpadding="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Power</b></td>
<td align="right"><b>END</b></td>
</tr>
<tr>
<td align="right" valign="top">30  </td>
<td><b><i>Probability Powers: </i></b>Elemental Control, 60-point powers </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">15  </td>
<td>1) <b><i>Probability Sense: </i></b>Precognitive Clairsentience (Sight Group And Normal Hearing), Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase) (55 Active Points); Activation Roll 14- (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) </td>
<td valign="top" align="right">5</td>
</tr>
<tr>
<td align="right" valign="top">20  </td>
<td>2) <b><i>Probability Field: </i></b>Force Field (20 PD/20 ED/5 Flash Defense: Sight Group), Costs END Only To Activate (+1/4) (56 Active Points); Activation Roll 14- (-1/2) </td>
<td valign="top" align="right">4</td>
</tr>
<tr>
<td align="right" valign="top">20  </td>
<td>3) <b><i>Instant Karma: </i></b>(like Unluck, usable vs. Others) 5d6, Variable Special Effects (Limited Group of SFX; +1/4), No Normal Defense (Luck/Combat Luck; +1) (56 Active Points); Gestures (-1/4), Beam (-1/4) </td>
<td valign="top" align="right">6</td>
</tr>
<tr>
<td align="right" valign="top">17  </td>
<td>4) <b><i>Probability Overload, ver 1: </i></b>Ego Attack 6d6 (Human class of minds) (60 Active Points); Beam (-1/4), Does Not Provide Mental Awareness (-1/4), Gestures (Must point at target; -1/4) </td>
<td valign="top" align="right">6</td>
</tr>
<tr>
<td align="right" valign="top">12  </td>
<td>5) <b><i>A Kiss for Luck: </i></b>Luck 6d6, Usable Simultaneously (up to 2 people at once; +1/2) (45 Active Points); 3 Charges (-1 1/4), Conditional Power Power must be bestowed with a kiss (-1/4) </td>
<td valign="top" align="right">[3]</td>
</tr>
<tr>
<td align="right" valign="top">  </td>
<td>  </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">40  </td>
<td><b><i>Probability Jump: </i></b>Teleport Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll 14- (-1/2) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">4u  </td>
<td>1) <b><i>Personal Probability Jump: </i></b>Teleportation 22", Position Shift, x2 Increased Mass, x4 Noncombat (59 Active Points); Activation Roll 14- (-1/2) </td>
<td valign="top" align="right">6</td>
</tr>
<tr>
<td align="right" valign="top">4u  </td>
<td>2) <b><i>Long Shot: </i></b>Teleportation 13", Safe Blind Teleport (+1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (58 Active Points); Activation Roll 14- (-1/2) </td>
<td valign="top" align="right">6</td>
</tr>
<tr>
<td align="right" valign="top">3u  </td>
<td>3) <b><i>Abrupt Karmic Relocation: </i></b>Teleportation, Usable against others 15", Usable As Attack (+1) (60 Active Points); Activation Roll 14- (-1/2), no Noncombat movement (-1/4) </td>
<td valign="top" align="right">6</td>
</tr>
<tr>
<td align="right" valign="top">  </td>
<td>  </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">12  </td>
<td><b><i>Instant Change: </i></b>Cosmetic Transform 2d6 (Any clothing set to any other.), Improved Results (Any clothing; +1/4) (12 Active Points) </td>
<td valign="top" align="right">1</td>
</tr>
</table>
<b>Powers Cost:</b> 177
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Skill</b></td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>PS: Guitar 12- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>KS: Music & Musicians 12- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>KS:Probability Theory 12- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Deduction 12- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Riding 14- </td>
</tr>
<tr>
<td valign="top" align="right">2  </td>
<td>Computer Programming (Personal Computers) 12- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Electronics 12- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Language: Spanish (fluent conversation; literate) </td>
</tr>
<tr>
<td valign="top" align="right">9  </td>
<td>+3 with Probability EC Attacks </td>
</tr>
<tr>
<td valign="top" align="right">  </td>
<td>  </td>
</tr>
<tr>
<td valign="top" align="right">  </td>
<td>Everyman Skills </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>1) Acting 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>2) Climbing 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>3) Concealment 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>4) Conversation 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>5) Language: English (idiomatic) (4 Active Points) </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>6) Paramedics 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>7) Persuasion 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>8) PS: Musician, 11- 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>9) Shadowing 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>10) Stealth 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>11) AK: Austin, TX 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>12) Custom Skill 8- </td>
</tr>
</table>
<b>Skills Cost: </b>32
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Perk</b></td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>New York Knights Vehicles, Base, and Equipment </td>
</tr>
</table>
<b>Perks Cost:</b> 20
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Talent</b></td>
</tr>
<tr>
<td valign="top" align="right">6  </td>
<td>Combat Luck (3 PD/3 ED) </td>
</tr>
</table>
<b>Talents Cost:</b> 6
<p>
<b>Total Character Cost:</b> 350
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Val  </b></td>
<td><b>Disadvantages</b></td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Social Limitation: Secret Identity: (Frequently, Major) </td>
</tr>
<tr>
<td valign="top" align="right">5  </td>
<td>Distinctive Features: Mutant: (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) </td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Psychological Limitation: Smart Aleck: (Very Common, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Vulnerability: 2 x STUN Sonic Attacks (Common) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Vulnerability: 1 1/2 x BODY Sonic Attacks (Common) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Psychological Limitation: Claustrophobic: (Uncommon, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">25  </td>
<td>Susceptibility: Audio Feedback, 1d6 damage per Segment (Common) </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Psychological Limitation: Code vs. Killing: (Common, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Mystery Hunted: 8- (Mo Pow, Capture) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Accidental Change: When startled or surprised 11- (Uncommon) </td>
</tr>
<tr>
<td valign="top" align="right">5  </td>
<td>Social Limitation:Weirdness magnet: (Occasionally, Minor) </td>
</tr>
</table>
<p>
<b>Disadvantage Points:</b> 150<br>
<b>Base Points:</b> 200<br>
<b>Experience Required:</b> 0<br>
<b>Total Experience Available:</b> 0<br>
<b>Experience Unspent:</b> 0
</body>
</html>
''Overview:'' Characters should be fully realized people. Their superhuman concept should be based on as tight a theme as possible - no "I can do everything" characters, please. This will be a team game and everyone should have something to offer. Each character must be a U.S. citizen but can otherwise be from anywhere in the United States of America.
Characters do not have to be built as experienced superheroes. Someone who is a teacher or a plumber or a housewife, who just happens to be able to burst into flames and fly around projecting fiery blasts and yet chooses not to do so, would make a perfectly acceptable starting character concept. All characters must be willing and able to work within a group. However, motivations may vary. No criminal or fugitive backgrounds are allowed, but an ex-con who has paid his/her debt to society would be.
The patron of the PCs is a PR-conscious person trying to create a hand-picked team of superheroes via special invitation. Hence, while player character origins can be as out-there as is acceptable by comic book standards, the individual presentation or outward behavior of the character must be mainstream and clean-cut enough to warrant this person receiving said invitation. Keep that in mind when developing your space alien or demon-cast-out-of-hell concepts, hmm?
I have very little patience for munchkins, rules lawyers, or combat monsters. I'm looking for role players who can write well, and by "write well" I mean "write without glaring, careless spelling and grammatical errors". You don't have to be Tolstoy, just don't make me have to correct every post.
Players will be expected to post at least twice per week, possibly more when on combat time. All posts are to be in third-person narrative, including combat posts.
|Base Points:| 200 |
|Maximum Disads:| 150 |
|Max Disads From Any One Type:| 70 |
|Minimum Background Skills:| 25 |
|Base/Vehicle Reserve:| 20 |
''Mandatory Disads:''
Social Limitation: Secret ID (Frequently, Major) for 15 points
Psychological Limitation: Code vs. Killing (Common, Total) for 20 points
Watched: The New York Media 11- (Less Powerful, NCI) for 5 points
''Everyman Package''
AK: Home Region 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
LS: English (native, literate)
PS: Player's Choice 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
The "Crime Fighting Kit", so named by its original creator [[Madame Justice]], is a small collection of items and other assorted paraphernalia most useful for conducting the street detective role of a modern-day superhero. Over the years as technology has changed, the kit's contents and carrying method have evolved. Several Knights have worked with the kit to make it as useful as possible. Typically, one of the Knights will carry a kit every time the team goes into the field. Depending on the circumstances or needs of the moment, more than one or even all the Knights may carry kits at any given time, and the kit configurations can vary.
The current standard kit in HERO terms:
*//Advanced Lockpick Set:// +2 with Lockpicking (4 Active Points); OAF (-1)
*//Bomb Defusing Kit:// +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
*//Crime Scene Kit:// +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
*//Flashlight:// Sight Group Images 1" radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4)
*//Freeze Gas:// Minor Transform 3d6 (normal object to frozen stiff object, "heal" by thawing out at normal rate) (30 Active Points); OAF (-1), 4 Charges (-1), Limited Target (See notes; -1/4) [Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living creatures]
*//Laser Torch:// RKA 1 point, Penetrating (x2; +1) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
*//Mini-camera:// Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
The current kit is stored in a 3" long x 5" wide x 2" thick rectangular clamshell case made of ballistic plastic. Each component has a place on one side of the clamshell case or the other. The case is designed to be easily attached to a costume belt.
/***
|''Name:''|CryptoFunctionsPlugin|
|''Description:''|Support for cryptographic functions|
***/
//{{{
if(!version.extensions.CryptoFunctionsPlugin) {
version.extensions.CryptoFunctionsPlugin = {installed:true};
//--
//-- Crypto functions and associated conversion routines
//--
// Crypto "namespace"
function Crypto() {}
// Convert a string to an array of big-endian 32-bit words
Crypto.strToBe32s = function(str)
{
var be = Array();
var len = Math.floor(str.length/4);
var i, j;
for(i=0, j=0; i<len; i++, j+=4) {
be[i] = ((str.charCodeAt(j)&0xff) << 24)|((str.charCodeAt(j+1)&0xff) << 16)|((str.charCodeAt(j+2)&0xff) << 8)|(str.charCodeAt(j+3)&0xff);
}
while (j<str.length) {
be[j>>2] |= (str.charCodeAt(j)&0xff)<<(24-(j*8)%32);
j++;
}
return be;
};
// Convert an array of big-endian 32-bit words to a string
Crypto.be32sToStr = function(be)
{
var str = "";
for(var i=0;i<be.length*32;i+=8)
str += String.fromCharCode((be[i>>5]>>>(24-i%32)) & 0xff);
return str;
};
// Convert an array of big-endian 32-bit words to a hex string
Crypto.be32sToHex = function(be)
{
var hex = "0123456789ABCDEF";
var str = "";
for(var i=0;i<be.length*4;i++)
str += hex.charAt((be[i>>2]>>((3-i%4)*8+4))&0xF) + hex.charAt((be[i>>2]>>((3-i%4)*8))&0xF);
return str;
};
// Return, in hex, the SHA-1 hash of a string
Crypto.hexSha1Str = function(str)
{
return Crypto.be32sToHex(Crypto.sha1Str(str));
};
// Return the SHA-1 hash of a string
Crypto.sha1Str = function(str)
{
return Crypto.sha1(Crypto.strToBe32s(str),str.length);
};
// Calculate the SHA-1 hash of an array of blen bytes of big-endian 32-bit words
Crypto.sha1 = function(x,blen)
{
// Add 32-bit integers, wrapping at 32 bits
add32 = function(a,b)
{
var lsw = (a&0xFFFF)+(b&0xFFFF);
var msw = (a>>16)+(b>>16)+(lsw>>16);
return (msw<<16)|(lsw&0xFFFF);
};
// Add five 32-bit integers, wrapping at 32 bits
add32x5 = function(a,b,c,d,e)
{
var lsw = (a&0xFFFF)+(b&0xFFFF)+(c&0xFFFF)+(d&0xFFFF)+(e&0xFFFF);
var msw = (a>>16)+(b>>16)+(c>>16)+(d>>16)+(e>>16)+(lsw>>16);
return (msw<<16)|(lsw&0xFFFF);
};
// Bitwise rotate left a 32-bit integer by 1 bit
rol32 = function(n)
{
return (n>>>31)|(n<<1);
};
var len = blen*8;
// Append padding so length in bits is 448 mod 512
x[len>>5] |= 0x80 << (24-len%32);
// Append length
x[((len+64>>9)<<4)+15] = len;
var w = Array(80);
var k1 = 0x5A827999;
var k2 = 0x6ED9EBA1;
var k3 = 0x8F1BBCDC;
var k4 = 0xCA62C1D6;
var h0 = 0x67452301;
var h1 = 0xEFCDAB89;
var h2 = 0x98BADCFE;
var h3 = 0x10325476;
var h4 = 0xC3D2E1F0;
for(var i=0;i<x.length;i+=16) {
var j,t;
var a = h0;
var b = h1;
var c = h2;
var d = h3;
var e = h4;
for(j = 0;j<16;j++) {
w[j] = x[i+j];
t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=16;j<20;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=20;j<40;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k2);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=40;j<60;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),(b&c)|(d&(b|c)),w[j],k3);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=60;j<80;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k4);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
h0 = add32(h0,a);
h1 = add32(h1,b);
h2 = add32(h2,c);
h3 = add32(h3,d);
h4 = add32(h4,e);
}
return Array(h0,h1,h2,h3,h4);
};
}
//}}}
Daniel Lee is a prominent Wall Street financier and lawyer known for his hard nose and his sharp edge. Mainly retired at the age of seventy-eight, his only real job consists of managing and administering the New York Knights Trust, a financial entity created to support and provide for the New York Knights hero team.
Completely for reasons of his own, Daniel is reforming the Knights. He has studied several potential candidates and sent invitations to those he believes will be a good fit for the team.
/***
|''Name:''|DeprecatedFunctionsPlugin|
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story.displayTiddler(srcElement,title,template,animate);
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[[Dynamo's Character Sheet]]
''Background/History:'' One Police Plaza, six weeks ago
The room was filled with NYPD, agents from nearly every US alphabet agency, some officers from the Army and the deputy mayor of New York City. The center of their attention was a gaudily-dressed man in red and yellow. Someone handed him a cup of coffee.
Dynamo considered the funny green logo and the brown wrap on the white cup and wondered ‘What is Starbucks?’ He took a sip before beginning.
“We had assumed that Professor Synn had just gone to ground like the rest of the Nazis did after the war. I had promised Edith that I would retire and I had more or less done that.” He began, his voice had a measure of confidence that seemed both out of place and welcome. “When I heard the radio reports, earlier tonight that he was atop the Icon building with a bomb threatening to blow up Manhattan; well, Edith knew what I had to do. I grabbed my old suit and flew out to meet him.
“He was standing there; his modified, black SS uniform crisp and perfect. His men were holding off the police while he waited. I pretty sure he was waiting for me.” Dynamo continued. “He was standing on a large device that looked similar to the chrono-bomb he had been working on back in ‘43.
“He smiled when he saw me and ranted about how we had destroyed his dream, and he was here to destroy us. I flew toward him, but when I got within reach ... he detonated the bomb.” Dynamo held his hands up, “There was nothing I could do; I just wasn’t fast enough. Any idea how many people died tonight? Has anyone seen Synn?”
“And the next thing you remember was hitting the ground two hours ago?” someone asked.
“I’m still not sure what you mean. The bomb blast threw me off the building and when I woke up, Synn was gone and you were bringing me here.” Dynamo. “How long was I out?”
Looks were exchanged around the room. ‘Out?’
“Doctor Dynamo.” An army Colonel said, “What day do you think it is?”
“Friday.” He said tentatively, “Saturday morning, really.”
The Colonel nodded, “What month is it?”
“<Month>.” (OOC: six months before the campaign starts)
Everyone nodded. “What year is it?” The Colonel asked.
“1948, isn’t it?” Dynamo said, but he knew that if they were asking that question, his answer couldn’t be right. It was certainly explain why there were women in the room and why so many people here were dressed so ... casually.
“Sir,” he said tentatively, “It’s 2008. You have been missing for sixty years.”
“2008?” Dynamo said, “My God, Edith... Kid Dynamo....” The heroes face seemed to crumble under the weight of the news.
During World War II, Doctor Dynamo had been part of the Freedom Brigade along with Nike, Agent Zero, Lionheart, Yoeman and Captain Thunder. Together they had pushed back and helped defeat the Nazis. Doctor Dynamo had been the most powerful of these heroes.
Over the next six weeks, Dynamo had read over newspaper and magazine clippings. But, his face kept going back to the Life magazine cover that had a picture of him, posing with a giant American flag behind him. The cover said, simply: Doctor Dynamo, An American Hero Remembered. He had thumbed through the magazine once. He had smiled at pictures of Kid Dynamo, until he remembered that he was dead. Everyone had known from before, was dead. He had, privately, visited Edith’s grave and placed flowers there.
She had never remarried, but had lived to a grand-old age of 80. They had two children and seven grandkids. He didn’t know how to visit them, and so he had not yet.
It was nearly a month before he realized that he hadn’t changed out of his Dynamo form; that he hadn’t been Thomas Clay since his temporal-jump. Part of him worried that his frail body wouldn’t survive the transit and that transforming might kill him. Part of him worried that Thomas Clay’s heart might break with the knowledge that his life was over. Did he have the strength to build a new life? And build one here, or rather now?
''Personality/Motivation:'' Dynamo (just Dynamo now) is a hero from the Golden Age. He’s more John Wayne than Clint Eastwood. He is a physicist at heart and likes to think problems through before he just starts to break thing. He is confused by his current surroundings, but learning to adjust. Where he was once one of the most powerful superhumans in the world, he now seems to be less powerful. (In reality, the superhuman mean has become more powerful over the last 60 years.)
Thomas Clay was known for his powerful, analytical mind. He was recruited for the Manhattan Project from Columbia University, where he was a professor. Clay has a teacher’s personality and enjoys working with others.
''Quote: ''
''Powers/Tactics:'' Thomas Clay was a physicist at the Manhattan project. When the Trinity test bomb was detonated, his body was bombarded by that radiation. However, instead of being destroyed, his body absorbed it. Giving him wondrous powers and changing him in ways he could not understand. The War Department dubbed him “Doctor Dynamo” and sent him off to defeat the Nazis.
Thomas can transform him body into the atomically strong Dynamo. Dynamo can also fly, is fast and nearly invulnerable. Over his years of combat experience Dynamo has learned to use his strength in a variety of ways to give him a more subtle approach in combat (subtle as opposed to a simple beat down).
''Appearance:'' Dynamo is a powerfully built man. He was 6’3” and weighed about 280 pounds. His hair is black and usually worn slicked back; his eyes are brown. In the 1940s, he wore a blue body suit with a yellow chevron. His face was uncovered and he wore a red cape.
His new costume is made of much nicer materials and the colors have shifted a bit darker and less gaudy. The body suit is deep blue with gold boots, gloves and belt. He still has the gold chevron on his chest.
Thomas Clay is a slightly built man about 5’10”. He had slicked back hair and usually dressed in suits. He had an easy smile, normally a twinkle in his brown eyes. Dynamo has not transformed back into Clay since arriving in 2008.
<html>
<head>
<title>Dyanmo - Hero Designer</title>
</head>
<body>
<font size=+2><b>Dyanmo</b></font><br>
Player: Andy Mathews
<p>
<table cellpadding="0" border="0">
<tr><td align="right"><b>Val  </b></td><td><b>Char   </b></td><td><b>Cost</b></td></tr>
<tr><td align="right">15/60  </td><td><b>STR</b></td><td>5</td></tr>
<tr><td align="right">20  </td><td><b>DEX</b></td><td>30</td></tr>
<tr><td align="right">13/33  </td><td><b>CON</b></td><td>6</td></tr>
<tr><td align="right">10/14  </td><td><b>BODY</b></td><td>0</td></tr>
<tr><td align="right">18  </td><td><b>INT</b></td><td>8</td></tr>
<tr><td align="right">14  </td><td><b>EGO</b></td><td>8</td></tr>
<tr><td align="right">20  </td><td><b>PRE</b></td><td>10</td></tr>
<tr><td align="right">14  </td><td><b>COM</b></td><td>2</td></tr>
<tr><td></td><td> </td><td></td></tr>
<tr><td align="right">4/30  </td><td><b>PD</b></td><td>1</td></tr>
<tr><td align="right">7/30  </td><td><b>ED</b></td><td>4</td></tr>
<tr><td align="right">3/5  </td><td><b>SPD</b></td><td>0</td></tr>
<tr><td align="right">6/19  </td><td><b>REC</b></td><td>0</td></tr>
<tr><td align="right">26/66  </td><td><b>END</b></td><td>0</td></tr>
<tr><td align="right">25/62  </td><td><b>STUN</b></td><td>0</td></tr>
<tr><td></td><td> </td><td></td></tr>
<tr><td align="right">8"  </td><td><b>RUN</b></td><td>4</td></tr>
<tr><td align="right">2"  </td><td><b>SWIM</b></td><td>0</td></tr>
<tr><td align="right">3"/12"  </td><td><b>LEAP</b></td><td>0</td></tr>
</table>
<b>Characteristics Cost:</b> 78
<p>
<table border="0" cellpadding="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Power</b></td>
<td align="right"><b>END</b></td>
</tr>
<tr>
<td align="right" valign="top">4  </td>
<td><b><i>Atomic Change: </i></b>Cosmetic Transform 2d6, Improved Results Group (+1/4); Limited Target (Clothes) (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2), May only target his clothes, Only from what he had on to his uniform and back (-1/2) </td>
<td valign="top" align="right">1</td>
</tr>
<tr>
<td align="right" valign="top">5  </td>
<td><b><i>Atomic Shielding: </i></b>PowD (5 points) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">  </td>
<td>  </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">  </td>
<td>Dynamo Heroic Id, all slots OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">36  </td>
<td>1) <b><i>Atomic Strength: </i></b>+45 STR; OIHID (-1/4) </td>
<td valign="top" align="right">4</td>
</tr>
<tr>
<td align="right" valign="top">32  </td>
<td>2) <b><i>Atomic Resiliance: </i></b>+20 CON; OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">6  </td>
<td>3) <b><i>Atomic Toughness: </i></b>+4 BODY; OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">16  </td>
<td>4) <b><i>Atomic Quickness: </i></b>+2 SPD; OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">14  </td>
<td>5) <b><i>Atomic Durability I: </i></b>+17 PD; OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">15  </td>
<td>6) <b><i>Atomic Durability II: </i></b>+19 ED; OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">14  </td>
<td>7) <b><i>Atomic Durability III: </i></b>Damage Resistance (18 PD/18 ED); OIHID (-1/4) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">15  </td>
<td>8) <b><i>Atomic Body: </i></b>LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIHID (-1/4) </td>
<td valign="top" align="right">0</td>
</tr>
<tr>
<td align="right" valign="top">  </td>
<td>  </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">50  </td>
<td><b><i>Atomic Powered Hero: </i></b>Multipower, 62-point reserve, all slots OIHID (-1/4) </td>
<td valign="top" align="right"></td>
</tr>
<tr>
<td align="right" valign="top">5u  </td>
<td>1) <b><i>Atomic Powered Flight: </i></b>Flight 25", Reduced Endurance (1/2 END; +1/4); OIHID (-1/4) </td>
<td valign="top" align="right">2</td>
</tr>
<tr>
<td align="right" valign="top">2u  </td>
<td>2) <b><i>Mega Flight: </i></b>Flight 5", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4); OIHID (-1/4) </td>
<td valign="top" align="right">2</td>
</tr>
<tr>
<td align="right" valign="top">3u  </td>
<td>3) <b><i>Atomic Beam: </i></b>EB 12d6; Increased Endurance Cost (x3 END; -1), OIHID (-1/4) </td>
<td valign="top" align="right">18</td>
</tr>
</table>
<b>Powers Cost:</b> 217
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Skill</b></td>
</tr>
<tr>
<td valign="top" align="right">9  </td>
<td>+3 with punch, block and grab </td>
</tr>
<tr>
<td valign="top" align="right">  </td>
<td>  </td>
</tr>
<tr>
<td valign="top" align="right">  </td>
<td>Everyman Skills </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>1) AK: New York City (circa 1948) 11- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>2) Acting 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>3) Climbing 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>4) Concealment 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>5) Conversation 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>6) Deduction 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>7) Language: English (idiomatic) </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>8) PS: Professor 11- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>9) Persuasion 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>10) Shadowing 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>11) Stealth 8- </td>
</tr>
<tr>
<td valign="top" align="right">0  </td>
<td>12) TF: Small Motorized Ground Vehicles  </td>
</tr>
<tr>
<td valign="top" align="right">  </td>
<td>  </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Mechanics 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Paramedics 13- </td>
</tr>
<tr>
<td valign="top" align="right">1  </td>
<td>Language: German (basic conversation) </td>
</tr>
<tr>
<td valign="top" align="right">2  </td>
<td>KS: Jazz Music (1920 to 1948) 11- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>PS: Piano 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Scientist </td>
</tr>
<tr>
<td valign="top" align="right">2  </td>
<td>1) SS: Engineering 13- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>2) SS: Math 14- </td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>3) SS: Physics 14- </td>
</tr>
</table>
<b>Skills Cost: </b>32
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Cost  </b></td>
<td><b>Perk</b></td>
</tr>
<tr>
<td valign="top" align="right">3  </td>
<td>Reputation: Golden Age Hero (A large group) 14-, +1/+1d6 </td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>New York Knights Vehicles, Base, and Equipment </td>
</tr>
</table>
<b>Perks Cost:</b> 23
<p>
<b>Total Character Cost:</b> 350
<p>
<table cellpadding="0" border="0">
<tr>
<td align="right"><b>Val  </b></td>
<td><b>Disadvantages</b></td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Normal Characteristic Maxima </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Soc. Lim.: Secret Id (Frequently, Major) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Soc. Lim.: Man Out Of Time (Frequently, Minor) </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Susceptibility: When hit with a radiation attack (other than his own, uncommon attack), 3d6 damage Instant (Uncommon) </td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Psych. Lim.: Heroic Code: Protests Innocents, Trusts Authority, Noble (Very Common, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">15  </td>
<td>Psych. Lim.: Reluctant To Kill (Common, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">20  </td>
<td>Psych. Lim.: Overconfident (Very Common, Strong) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Psych. Lim.: 1940's Mind Set (Common, Moderate) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Hunted: Professor Synn & his Death's Head Brigade 8- (As Pow, Harshly Punish) </td>
</tr>
<tr>
<td valign="top" align="right">5  </td>
<td>Hunted: New York Media 11- (Less Pow, NCI, Watching) </td>
</tr>
<tr>
<td valign="top" align="right">10  </td>
<td>Mystery Disadvantage </td>
</tr>
</table>
<p>
<b>Disadvantage Points:</b> 150<br>
<b>Base Points:</b> 200<br>
<b>Experience Required:</b> 0<br>
<b>Total Experience Available:</b> 0<br>
<b>Experience Unspent:</b> 0
</body>
</html>
[[Elastic Man's Character Sheet]]
''Background/History:'' Pretty much everyone missed the small shooting star that zipped across New York’s night sky on 5th November 2004. No one knew that this was the start of an alien invasion from the distant planet of Qys.
Qysian scout ships were sent to each of the major continents of Earth to access the technology levels and abilities of the dominant species. Ryyk was in one of those ships. This was his first scouting mission and, due to a slight navigational error, the small ship missed the city itself and crash-landed in the Hudson River. Thankfully, its arrival was kept hidden by the ship's stealth facilities. Disentangling himself from the wreck of the ship, Ryyk made his way to the surface, into the outskirts of the city and took on a human form. He then began his job to study the people of Earth.
He was supposed to salvage communication equipment from his ship and report back his findings. He was supposed to investigate the continent's defences and determine the best method of attack. He was also supposed to get biological, psychological and social information on the people inhabiting the continent and discover any natural weaknesses. He was supposed to help prepare the way for the invasion.
Ryyk did none of these things.
He did study the creatures known as humans. And, as he studied them, he realised that his people had no right to invade and destroy these intelligent, proud, noble and fascinating people. He was young for a member of the Qys and easily swayed by the various human entertainments. Slowly but surely he began to reject his home world’s barbaric lifestyle and decided not to report back to his superiors.
After nearly a year, he decided to call himself Richard Roe and become one of them.
His fascination with humans grew and grew. So did his interest in superhumans, the select few who appeared to be more than human. Compared to regular humans, Ryyk had 'powers' like these superhumans. And those with powers tended to use them either for evil, robbing stores and destroying property, or good, protecting others who did not have powers. Ryyk decided to become one of the good guys.
Ryyk has now been living amongst the humans - as Rick Roe - for some time. As a scout for the Qys, his training prepared him to blend in with the populace and become a human. So he easily fits in. He's even managed to get a good job as a server and odd-job man at a local diner. And, during his time off, he uses his shapeshifting powers and his military training to fight crime as the brightly coloured superhero, Elastic Man.
But each day, he looks up in the sky, hoping that his lack of reports will put his people off. But in his heart he expects that, any day now, a Qysian Warship will appear above this shining city. Or that his fellow Qysians from the other continents will investigate his disappearance.
''Personality:'' Ryyk is fascinated by Earth and glad he has a chance to involve himself in human culture. Over time, he's embraced the culture of North America, even though it's pretty alien to him and he actually only knows parts of it. He's still learning, but he's more than eager to discover more.
Because of this, Ryyk sometimes comes across as a foreigner even though he insists he's American. It's difficult for people to put their finger on what's different about him, but there is 'something' about him.
As Elastic Man, Ryyk comes across as a happy-go-lucky fellow always willing to do the job and to protect his adopted planet. He enjoys helping these humans and it is this that has led him to use his powers as a crime fighter. His job in a diner is just a means to make a little money and fit in with 'normal' people; being a superhero is his vocation.
Although Elastic Man appears cheerful, at the back of his mind he's worried that the other Qys may come searching for him. He also has all the memories of his time in the harsh Qys military that darken his thoughts. He also fears that someone will eventually discover he is an alien and on Earth to take over the planet.
''Quote:'' "Say hello to your new flexible friend!"
''Powers:'' As a Qysian, Ryyk has the natural ability to alter his form. He can stretch his body and change his shape in many different ways. His body manipulation allows him to form large mallets with his hands, turn into a parachute to float to the ground, stretch his legs to cover ground faster and so on. He can increase and decrease his size and mass somewhat although not to any great extent (i.e. only to about half or twice the size of a normal human).
Ryyk is also stronger, more agile and more resilient than a human. His amorphous flesh can withstand bullets and knifes and by reshaping his form he can heal any damage he does take. He’s also had training as a scout and soldier in the Qysian military and still retains those skills.
Because of his somewhat fluid nature, Elastic Man is vulnerable to cold-based attacks. These cause his shapechanging abilities to lessen making it more difficult for him to manipulate his body.
''Appearance:'' Ryyk's usual form appears to be that of a normal, everyday human. He's a little pale perhaps, and his blond hair appears to be slicked back. Also his smooth face looks like he's overdone the Botox a little too much. But otherwise he's an average height and average weight clean-shaven, green-eyed Caucasian.
In his secret identity as Richard Roe, Ryyk wears plain clothes, usually blue jeans and a white t-shirt, or his diner uniform. As Elastic Man, he does not have a costume as such. Instead, he manipulates the outer layer of his flesh to look like a bright blue, skin-tight costume with a large, white "E" on the chest. The fake suit appears to cover his whole body leaving just his hands, mouth and chin free.
In his true form, Ryyk is a roughly humanoid, pale-coloured creature that is completely hairless and featureless except for his green eyes. The people of Qys all look very similar to one another and are all asexual.
Type the text for 'Elastic Man's Character Sheet'
[[Flashfire's Character Sheet]]
''Background/History:'' 11 September, 2001, Station house 17 Manhattan Island, New York, New York. 0847 hrs.
The claxon alarm blared, and the men of Ladder 17, who were just sitting down to their morning breakfast all jumped up in unison. Not waiting for Dispatch to start giving information, they ran in unison to their lockers, where their personal gear was stowed. It wasnt out of the ordinary, for a meal to be interrupted, and they were all silent as the dispatchers voice broke in, silencing the claxon.
"All units, respond to North Tower, World Trade Center, Possible Airplane crash, and fire."
That was unusual... they all paused and looked at each other for a few seconds. Joe Gargiulo was the junior Paramedic for the station, fresh out of training, and he knew, too, that it wasnt right. He thought someone had to have made a mistake. He pulled on the heavy over coat, and took off running for the ambulance his wide brimmed helmet in his hands.
When he hopped into the passengers seat of the Ambulance, he looked across at his partner, Roy O'Bannon. "Did I hear that right? A plane crash?"
"Thats what she said." Roy replied. He never talked much, and before Joe had a chance to reply, the Sirens blared, and the tires squealed, and the ambulance lurched into the street. They roared down E 143rd street, heading west, till they swung onto the onramp of the Henry Hudson Parkway. The Hudson River rolled past, on their right and the Island of Manhattan on their left. It was now rush hour, and the going wasnt exactly fast, but already, they could see a plume of oiled black smoke rising into the sky from the southern tip of the island, into a cloudless, and otherwise perfect sky.
11 Sept 2001, Lower West side, Manhattan Island, Ny,Ny, 0903 hrs.
The Ambulance was on the Elevated West Side Highway, when they heard the impact, Ray O'Bannon looked out the Drivers side window, up at the Towers, in time to see the fireball rolling up the outside of the South Tower. "Mother of God......" was all he could say.
11 Sept 2001, Corner of Liberty, and Church, Manhattan Island, Ny,Ny 0910 hrs
Sirens were blaring all around, NYPD, FDNY, and Port Authority Police were everywhere. The smell of smoke hung thick in the air people were screaming, and crying. FDNY had a temporary Situation Command post up and running when Ray and Joe unassed their ambulance, and tried to find someone to report to. The whole scene was utter chaos, given a surreal feel by the snowstorm of papers that were fluttering to the earth, spewed into the wind from the heights of the towers.
The two paramedics ran up to the scene commander, who was screaming into a Radio. "Ladder 7? Ladder 7 Do you read?" He threw the radio handset onto the pavement out of frustration, screaming "Usless hunk a shit!!" Before he noticed the two Paramedics standing there. "17's here? Good, get into the South Tower, boys, Most everyone is out, I think, except the ones trapped above the flames. Go! Go!"
They had wanted to ask if it was true, that a plane had struck each tower, but, just from looking they knew it was. This was no accident, someone had attacked their City, their Country, now it was their job to clean it up, every life they saved would be a victory against whoever had done it.
They ran, making Northwest towards the Towers, when Joe stopped, he grabbed Rays arm, and pointed skywards. "Oh sweet Jesus... look, Ray."
The two men stopped and looked up, Orange flames were rolling up the outsides of the towers, and the upper floors were cloaked in the thick black smoke, but out of the clouds, people were falling. Americans, New Yorkers, were falling to their deaths. Thats when it hit them, they were falling in pairs, and they were holding hands. They were jumping, rather than die in the smoke and flame. They were jumping and they were holding hands......
Joe had already started to cry, as they ran again, busting through the glass doors of the South Tower. There was a Port Authority cop there. He was pushing people out of the doors, and looked up at the pair of firemen. Use da Sout stairwell, Dat Nort one is filled wit smoke, and da Elevatas aint workin 'bove the 15th floah."
They nodded, and hit the South Stairwell of the South Tower, up, and up, they ran, they were still passing office workers, and others, on their way out, hundreds of them, making room for the Paramedics to run into the danger, that they fled from. Joe wasnt sure what floor they were at, when they heard the screaming. They exited the stairway, into a long hallway, and there they found two civilians, a man in a wheel chair, who identified himself as Will, and a woman named Sarah, who wouldnt leave him up there.
Ray looked over at Joe, with a worried look on his face. "We gotta get em outta here, Joey." He said simply, Joe nodded, and lifted Will out of the wheel chair, and they re entered the stairwell, heading down this time.
11 Sept, 2001, South Tower WTC, Manhattan Island, NY, Ny, 0949 hrs.
They were just passing the 54th floor, the stairwell was mostly empty now, a few firemen running up, a few civilians struggling down, then they heard the Building groan, and explosions from somewhere above them.
"Its coming down! Run! Run!" Ray yelled.
Joe Didnt need to be told twice, with Will over his shoulder, he bagan taking the stairs two at a time, three. The Cracks, and Bangs, of each floor collapsing onto the next, rapid fire was deafening, and Will was screaming, "We're gonna die!!" Joe wanted to tell him to shut up, but,he knew, Will was right. They were going to die. Unless he could run faster.
"Faster!" he thought.. they passed 45. The collapse still hadnt caught them, why were they still alive?
"Faster!" he thought... They passed 35. The floors a blur now, as he made the turns without slowing down, concrete and steel were falling down the stairwell, and he leapt over anything that landed in his way.
"Faster!" he thought... They passed 20, and Joe wasnt even tired, <i>Must be adrenaline</i> He thought.
"Faster!" he thought... They passed 5 and the sound of each floor collapsing seemed to be only one floor above them.
"Faster!" he thought as they crossed the Lobby, and burst out onto the grounds, rubble and dust, falling thick as rain around them, Smoke thick as cotton all he could see. He tore off South, dodging clumps of Concrete and steel. Before Joe knew it, he burst out of the cloud of dust, and he was in Battery Park.
"We made it, Ray!" He turned around, but Ray wasnt there....
"Ray?! Jesus! RAY!!!"
''Personality:'' He does what he does, because its what he is, its his nature to run in, when others run out.
''Quote:'' "Man, I wish theyd let me in the Olympics."
''Appearance:'' He's got a sprinters build - narrow waist, decent shoulders, bulky thighs. As far as his face goes, think about that Young Italian guy, yeah thats the one.... and you pretty much got him. In costume, he'd probably have to wear goggles, or slick shades, and a suit that looked like a streamlined tight-fitting version of fireman's gear pattern/color wise.
<html>
<head>
<title>Flashfire - Hero Designer</title>
</head>
<body>
<font size=+2><b>Flashfire</b></font><br>
Player: Aaron Charles
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<table cellpadding="0" border="0">
<tr><td align="right"><b>Val  </b></td><td><b>Char   </b></td><td><b>Cost</b></td></tr>
<tr><td align="right">20  </td><td><b>STR</b></td><td>10</td></tr>
<tr><td align="right">36  </td><td><b>DEX</b></td><td>78</td></tr>
<tr><td align="right">23  </td><td><b>C