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Special Report: The End of Superheroes!


Cassandra

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They have always existed. Superhumans have been among us. In ancient times they were considered Gods. Worshiped, they were unchalledged by those without powers. As civilization advanced, they became mere legends to be admired, or demons to be feared.

 

The American Revolution resulted in a country that would accept superhumans for what they are. People who just happened to have special abilities. After centuries of being worshiped and loved, hunted and feared, superhumans were able to make a live for themselves.

 

Superheroes and Crimefighters made their mark on U.S. History. For more then two hundred years they fought the forces of evil. Until now.

 

The new President of the United States, Charles Stewart Lee, announced his intention to make "Costumed Vigilantism" a crime. The Superhuman Universal Public Evaluation & Registation (SUPER) Act would force all those with powers to register with the U.S. Government.

 

New techology will be used to build weapons powerful enough to deal with superhuman criminals, and illegal superheroes.

 

The United Superheroes of America, the most powerful group of superhumans in history, was banned from U.S. territory by Executive Order.

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Re: Special Report: The End of Superheroes!

 

Quazar hangs up his battlesuit and uses his extensive Contacts list to lobby Washington, gathering support both from DC insiders, grass roots and other former heros to overturn this short-sighted law.

 

Mystica goes back to Russia. Clearly America doesn't want her help keeping DEMON under wraps. Perhaps the Motherland will be more welcoming, and more greatful.

 

Shadowhunter anticpates no change in either his daily or his nightly activities.

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Re: Special Report: The End of Superheroes!

 

Super Blue goes into retirement, but another Blue-Spectrum energy manipulator shows up a few months later with a harder-outlook on crime.

 

The Mechanic could care less. He was never so much about fighting crime as helping people in need.

 

War God shakes his head in pity for the human race and gets back in his spaceship and returns to his life of exhile on Mars, waiting for word that the Human race is ready for Heroes once more.

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Re: Special Report: The End of Superheroes!

 

They have always existed. Superhumans have been among us. In ancient times they were considered Gods. Worshiped, they were unchalledged by those without powers. As civilization advanced, they became mere legends to be admired, or demons to be feared.

 

The American Revolution resulted in a country that would accept superhumans for what they are. People who just happened to have special abilities. After centuries of being worshiped and loved, hunted and feared, superhumans were able to make a live for themselves.

 

Superheroes and Crimefighters made their mark on U.S. History. For more then two hundred years they fought the forces of evil. Until now.

 

The new President of the United States, Charles Stewart Lee, announced his intention to make "Costumed Vigilantism" a crime. The Superhuman Universal Public Evaluation & Registation (SUPER) Act would force all those with powers to register with the U.S. Government.

 

New techology will be used to build weapons powerful enough to deal with superhuman criminals, and illegal superheroes.

 

The United Superheroes of America, the most powerful group of superhumans in history, was banned from U.S. territory by Executive Order.

 

And the courts ruled that executive order was illegal and thus void.

Unless President Lee threw out the constitution, he will have to get congress to pass a law. And even then, the courts might find it unconstitutional; although for a game we can assume they did not. But allowing an executive order to do this requires that the US has completely abandoned the constitution.

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Guest steamteck

Re: Special Report: The End of Superheroes!

 

Long time no see. I must admit any sort of registration stuff really unimpresses me however unless you plan for his plan to fall on his face and end up needing the Superheroes.

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Re: Special Report: The End of Superheroes!

 

I think that some would choose to register. Maybe even become government agents with a license to Super. I would say a pretty reasonable response from a Normal lead Government towards individuals who possess unknown and potentially world shattering powers. How many super heroes stick around to pay for property damage they cause and what happens when local law enforcement wants to take the hero in for questioning or to hold them accountable for their acts of destruction?

 

Senator Hansen (NEB-R): " We cannot these so called Heroes roaming around causing untold millions in property damage and the police can't even issue them a citation because they fly away rather than face the consequences of their actions. How many Supers are out there? What are their powers? If a Super commits a crime and needs to be apprehended the Police need to know how to bring him in.

 

Many citizens do not choose to live near a Nuclear power plant, but unknown to them they may be living next door to Atomic Man. I assure you that America's nuclear reactors have a superb safety record, can the same be said for Atomic man? We the government need to know what the supers are capable of and where theyare so that we can ascertain whether a Super is a threat to those around him. Some may need to be taken into custody if they cannot control their power or are otherwise a public health hazard.

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Re: Special Report: The End of Superheroes!

 

To be fair, I'd earnestly wonder why it seems that nobody ever conceived of the notion of superhero registration before. Why didn't the call go out for all patriotic superpowered individuals to register themselves and fight the good fight against the Axis in WW2 at the very latest?(*) Why did no earnest, respected politician ever step up to question what gives these so-called "superheroes" the right to don masks and take the law into their own hands from behind the veil of anonymity -- a right that society would readily deny to Joe Q. Redneck and his trusty shotgun if they tried to do the same? Indeed, do not the very actions of many of them support the view that they share the same belief as many supervillains at heart -- that might ultimately does make right?

 

There's some real food for thought here, I think.

 

(*) In real life, of course, the reason was that there were no actual superheroes around and the comic book creators couldn't with good conscience let their fictional creations regularly outshine the real heroes of the war -- especially not while it was still being fought in the first place! But in a game setting which presupposes that people with real superhuman powers did in fact exist at the time, that explanation doesn't work.

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Re: Special Report: The End of Superheroes!

 

the reason used in dc'sALL-STAR SQUADRON is that for allintents and purposed the justice society effectively DISBANDED after the US entered the war, believingthey were needed more as soldiers than super-heroes or mystery men as they were first called

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Re: Special Report: The End of Superheroes!

 

To be fair' date=' I'd earnestly wonder why it seems that nobody ever conceived of the notion of superhero registration before. Why didn't the call go out for all patriotic superpowered individuals to register themselves and fight the good fight against the Axis in WW2 at the very latest?(*) Why did no earnest, respected politician ever step up to question what gives these so-called "superheroes" the [i']right[/i] to don masks and take the law into their own hands from behind the veil of anonymity -- a right that society would readily deny to Joe Q. Redneck and his trusty shotgun if they tried to do the same? Indeed, do not the very actions of many of them support the view that they share the same belief as many supervillains at heart -- that might ultimately does make right?

 

There's some real food for thought here, I think.

 

(*) In real life, of course, the reason was that there were no actual superheroes around and the comic book creators couldn't with good conscience let their fictional creations regularly outshine the real heroes of the war -- especially not while it was still being fought in the first place! But in a game setting which presupposes that people with real superhuman powers did in fact exist at the time, that explanation doesn't work.

 

 

I think that many Super heroes would not go to War. Obviously if some disagree with a controversial war they may even oppose the government they think is wrong and if the war is popular they would be labled terrorist or villians. Even the ones that do go to fight will have isues since most of the time you are going to be killing not capturing the bad guys. Code VS killing types need not apply, even if they don't do killing themselves they might have to fight friendly forces to stop them from killing as well depending on how strong are their Psych lims. And War has a way of tarnishing peoples "soul" and really dampenings their innocence/idealism. Maybe pick up some new psych/social lims too.

 

The best idea for the hero would be to stay out of the war entirely and keep things stable on the home front. Unless you are the Comedian then going to war all in all is not too great an option.

 

John Q Redneck could stop a crime with his trusty shotgun but he would also likely be arrested and if not face criminal charges, he would be sued by any criminals he injured. At the very least he probably would not see Mr. Trusty Shotgun for a long long time as it sits in an evidence locker even if the charges levied against him get dropped.

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Re: Special Report: The End of Superheroes!

 

John Q Redneck could stop a crime with his trusty shotgun but he would also likely be arrested and if not face criminal charges' date=' he would be sued by any criminals he injured. At the very least he probably would not see Mr. Trusty Shotgun for a long long time as it sits in an evidence locker even if the charges levied against him get dropped.[/quote']

Well, that's really kind of the point. If John Q. Redneck gets that treatment, why doesn't BlasterMan when he goes out and uses his powers to do the exact same thing?

 

Now, the obvious answer to that is that most of us readers/moviegoers/players indulge in superhero fantasies for the sake of pure escapism and don't want to question the underlying assumptions of the genre too closely because that just gets in the way of our fun. And that's perfectly fine, too -- it's only fiction, after all. ;)

 

But the catch is, that's really a meta-reason that provides no explanation for why things work the way they do that would follow from the setting's internal logic. So the question why superheroes are allowed to play masked vigilantes while 'ordinary' people aren't would seem to remain valid and need some answers or at least quality handwaving in-universe, too -- especially when the plot is supposed to revolve around that very permission suddenly being revoked.

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Re: Special Report: The End of Superheroes!

 

Well' date=' that's really kind of the point. If John Q. Redneck gets that treatment, why doesn't BlasterMan when he goes out and uses his powers to do the [i']exact same thing[/i]?

 

Now, the obvious answer to that is that most of us readers/moviegoers/players indulge in superhero fantasies for the sake of pure escapism and don't want to question the underlying assumptions of the genre too closely because that just gets in the way of our fun. And that's perfectly fine, too -- it's only fiction, after all. ;)

 

But the catch is, that's really a meta-reason that provides no explanation for why things work the way they do that would follow from the setting's internal logic. So the question why superheroes are allowed to play masked vigilantes while 'ordinary' people aren't would seem to remain valid and need some answers or at least quality handwaving in-universe, too -- especially when the plot is supposed to revolve around that very permission suddenly being revoked.

 

It goes back to when "Supers" first show up. During the '20-'50s a private citizen could use deadly force to stop a crime with next to no danger of being charged with a crime or being sued by the criminals. So a legal precedent would be set that unless society begins to frown apon "vigilantism"(as is the case in our world) "Supers" would be able to operate fairly freely.

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Re: Special Report: The End of Superheroes!

 

That is the reason why having a history of Super powered beings should not result in a modern world that closely resembles the real life modern world. Sort of like time traveling, the farther you go back in time and change things, the greater the divergence from our own time line. Throw in powerful and/or influential people, and they cannot help to change things.

 

All manner of things should take into account superheroes. Culture, law, insurance, Government policy, art, technology, science, industry.

 

Few comics take these repercussions into affect. (The notable example being Watchmen which shows how the world diverges from our own; at first, with small effects, due to the presence of relatively normal hero level characters but later even more by one cosmic level being.)

 

Agents of change can be disruptive/destructive: riots, protests, labor strikes, etc... What if superheroes efficiently broke up Black Civil rights protests in the 60's without much violence. One of major reactions that helped the civil rights movement were outraged white moderates appalled by Riot police using attack dog and firehoses on the peaceful protesters. What if instead Mentallo walks up and mind controls the protesters to go back home peacfully, would Black Americans today still be treated as second class citizens? Sometimes events are destructive or criminal at first but stimulate a change for the good; most heroes would probably be for keep the status qou and everything stable and peaceful.

 

What about the cold war going hot. Not with nuclear weapons but with super beings that can easily infiltrate a country and with enough false documentation can not be easily connected to their mother country. the Soviets could set up a super powered agent to become a villian in America.

 

Would the American's Lunar landing have been such a triumphant to humanity if a Super powered hero flys the landing module to the moon or even teleports it there?

 

Just things to consider.

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Re: Special Report: The End of Superheroes!

 

And the courts ruled that executive order was illegal and thus void.

Unless President Lee threw out the constitution, he will have to get congress to pass a law. And even then, the courts might find it unconstitutional; although for a game we can assume they did not. But allowing an executive order to do this requires that the US has completely abandoned the constitution.

 

Yes more or less. The Americans belonging to United Superheroes obviously can't be banned from the United States by Executive Order (but it's worth remembering the large number of illegal aliens in the Justice League, plus Green Lantern who could be regarded as the agent of a foreign power). But what he could do by Executive Order is revoke their law enforcement authority (which both the J.L.A. and the Avengers have had) and order Federal law enforcement authorities to refrain from turning a blind eye to them.

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Re: Special Report: The End of Superheroes!

 

Why did no earnest' date=' respected politician ever step up to question what gives these so-called "superheroes" the [i']right[/i] to don masks and take the law into their own hands from behind the veil of anonymity -- a right that society would readily deny to Joe Q. Redneck and his trusty shotgun if they tried to do the same? Indeed, do not the very actions of many of them support the view that they share the same belief as many supervillains at heart -- that might ultimately does make right?

 

Most classic superheroes (as opposed to pulp "mystery men" do NOT "take the law into their own hands"; none of the classic DC superheroes were vigilantees. Even Batman did not try to "punish" the criminals, he immobilized them and left them for the police. If Joe Q. Redneck (or anyone else) sees a serious crime in progress they can act to stop it. (At least in the US.)

I truly do not see where you get that heroes action indicate that they believe might makes right. (Anti-heroes are another thing entirely.) Superman, Green Lantern, Wonder Woman, and the Flash never acted that way that I recall. Please give some examples.

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Re: Special Report: The End of Superheroes!

 

Most classic superheroes (as opposed to pulp "mystery men" do NOT "take the law into their own hands"; none of the classic DC superheroes were vigilantees. Even Batman did not try to "punish" the criminals, he immobilized them and left them for the police. If Joe Q. Redneck (or anyone else) sees a serious crime in progress they can act to stop it. (At least in the US.)

I truly do not see where you get that heroes action indicate that they believe might makes right. (Anti-heroes are another thing entirely.) Superman, Green Lantern, Wonder Woman, and the Flash never acted that way that I recall. Please give some examples.

 

Keep in mind that there's rather more to the law than just "Thou Shalt Not Kill", and it's the little things that folks like you and me are supposed to respect that supers often conveniently ignore. A little breaking and entering in the line of duty never hurt anybody, right? And it's not as though any "hero" would ever do such a thing as pick a fight with another superpowered individual on purpose and thereby put bystanders at even the slightest bit of risk, either. (Although I'll grant you that this one may be more of a Marvel "thing" than a DC one.) And surely there can't be anything wrong with forcing somebody to tell you just what you want to hear if you have a convenient magic lasso to do the job for you...

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Re: Special Report: The End of Superheroes!

 

Operation STOPGAP

 

The United States government had two organizations to deal with Supervillain threats. The Office of Strategic Service (OSS) delt with international threats. The Crisis Response, Intelligence, Security, & Investigation Service (CRISIS) delt with domestic supervillains. President Lee realized that both organization had close ties to the superhero community. Indeed, the Director of CRISIS was Cassidy Young, who herself was the superheroine known as Columbia. The President felt that neither organization could be trusted to deal with rogue superheroes.

 

The Presidental Advisor on Superhuman Affairs, Dr. Lisa Madison, recommended a three part program to deal with any resistance to the registration act.

 

One, a group of private contractors in powered armor would respond to any supervillain threat. This would prove that superheroes were not needed to deal with such crimes. Any clashes between the mercenaries and superheroes could be exploited to show the danger of private citizens taking the law into their own hands.

 

Two, a team of non-powered heroes would be recruited to serve as "official" representatives of the U.S. Government. They would be built up as the only "legitimate" superheroes. Anyone else would be referred to as a vigilante.

 

Three, new technology would be created to both neutralize superhumans. From new weapons, to psychological treatments that would prevent people from using their powers.

 

It was to be known as the Superhuman Technological Operation Program Generation Actions Prohibitions.

 

Naturally resistance was to be expected . . .

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Re: Special Report: The End of Superheroes!

 

First Clash!

 

SuperTechCon 2010 was an annual convetion showcasing advanced technology. It drew a crowd of billoinaires, high tech fans, and superheroes. This year it was being held in Angel City, a large West Coast city. The main attraction was the Clark Enterprises Omega Generator, a zero point module that offered the possibility of unlimited cheap energy.

 

Ten powered armor mercenaries that crashed the convention in order to steal it.

 

Cost Char Val

0 STR 10

0 DEX 10

0 CON 10

0 BODY 10

0 INT 10

0 EGO 10

0 PRE 10

0 COM 10

0 PD 2

0 ED 2

0 SPD 2

0 REC 4

0 END 20

0 STUN 20

Total Characteristics Cost: 0 Points

 

Cost Skills

2 CSL: EB +1

3 Teamwork 11-

Total Skills Cost: 5 Points

 

Cost Powers

16 Armor +8 rPD +8 rED, OIF: Powered Armor (-1/2)

20 EB 8d6, [16c] (-0), OAF: Assault Cannon (-1/2)

7 ES: Radio Perception and Transmit, OIF: Powered Armor (-1/2)

20 Flight 10", No END (+1/2), OIF: Powered Armor (-1/2)

15 STR +15, No Figured Characteristics (-1/2), No END (+1/2), OIF: Powered Armor (-1/2)

12 DEX +4, SPD +1, OIF: Powered Armor (-1/2)

3 PRE +5, OIF: Powered Armor (-1/2)

Total Powers Cost: 95 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

20 Hunted: Superheroes (More Powerful/NCI) 8-

15 Hunted: Supervillains (More Powerful) 8-

15 PsyL: Mercenary (Common/Strong)

Total Disadvantages Cost: 100 Points

 

 

Unfortunately their were two pair of superheroes attending the SuperTechCon.

 

 

Miss Liberty

 

Cost Char Val

40 STR 50

24 DEX 18

30 CON 25

4 BODY 12

3 INT 13

16 EGO 18

5 PRE 15

5 COM 20

5 PD 15

5 ED 10

12 SPD 4

0 REC 15

0 END 50

0 STUN 50

Total Characteristics Cost: 149 Points

 

Cost Skills

3 Acrobatics 13-

2 AK: Angel City 11-

3 Breakfall 13-

3 Criminology 12-

2 FB: Local Police Powers

3 Streetwise 12-

Total Skills Cost: 16 Points

 

Cost Powers

"Book Shield"

13 Armor +10 rPD +10 rED, Nonpersistent (-1/4), Restrainable (-1/2), OIF: Shield (-1/2)

5 DEX +5, No Figured Characteristics (-1/2), Nonpersistent (-1/4), Restrainable (-1/2), OIF: Shield (-1/2)

4 KNB Resistance -5", Nonpersistent (-1/4), Restrainable (-1/2), OIF: Shield (-1/2)

"Torch of Liberty"

12 EC (Magic Light)-25 Points, OAF: Torch (-1)

8 1) Mind Control 10d6, No Range (-1/2), Must Grab (-1/2)

10 2) Stretching 10", Always Direct (-1/4), No Noncombat (-1/4)

 

24 Flight 10", Variable Advantages (+1/2), Megascale or 1/2 END Only (-1/4)

9 LS: Immortal, Intense Cold, Intense Heat

Total Powers Cost: 85 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

15 Hunted: Miss Liberty Enemies (As Powerful/NCI) 8-

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Heroic (Common/Strong)

15 PsyL: Patriotic (Common/Strong)

15 SocL: Secret Identity [Marla Lockhart] (Frequently/Major)

20 Vuln: Gas, 2x STUN (Common)

Total Disadvantages Cost: 250 Points

 

Miss Liberty was the sidekick of Lady Liberty, and has had her powers since World War Two. She retired for several years, and returned to superheroing only recently.

 

 

Nighthawk II

 

Cost Char Val

10 STR 20

30 DEX 20

20 CON 20

4 BODY 12

8 INT 18

8 EGO 14

10 PRE 20

4 COM 18

4 PD 8

2 ED 6

10 SPD 4

0 REC 8

0 END 40

0 STUN 32

Total Characteristics Cost: 110 Points

 

Cost Skills

3 Acrobatics 13-

2 AK: Angel City 11-

3 Breakfall 13-

3 Computer Programming 13-

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 High Society 13-

3 Interrogation 13-

3 Lockpicking 13-

Martial Arts: Classic

4 1) Martial Block

4 2) Martial Dodge

4 3) Martial Strike

3 4) Martial Throw

5 5) Offensive Strike

10 Money: Wealthy

2 PS: Clark Enterprises CEO 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 89 Points

 

Cost Powers

16 Armor +8 rPD +8 rED, OIF: Costume (-1/2)

20 Multipower (30 Points) OIF: Weapons Belt (-1/2)

1 u) EB 6d6, [8c/4 Clips] (-0), OAF: Pistol (-1)

1 u) EB 3d6, NND [LS: Self Contained] (+1), [16c] (-0), OAF: Sleep Gas (-1)

1 u) Entangle 3d6, DEF 3, [16c] (-0), OAF: Bolas (-1)

3 ES: Nightvision, OIF: Mask (-1/2)

2 Running +1"

7 Swinging 10", 4x NCM, OAF: Swing Line (-1)

Total Powers Cost: 51

 

Total Cost: 250 Points

 

150+ Disadvantages

15 Hunted: Nighthawk Enemies (As Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Heroic (Common/Strong)

15 PsyL: Patriotic (Common/Strong)

15 SocL: Secret Identity [James Clark] (Frequently/Major)

Total Disadvantages Cost: 250 Points

 

Nighthawk II is the son of the original Nighthawk. He invited Miss Liberty to SuperTechCon in order to discuss forming a new team.

 

 

Paladin

 

Cost Char Val

5 STR 15

24 DEX 18

10 CON 15

4 BODY 12

8 INT 18

2 EGO 11

5 PRE 15

2 COM 14

2 PD 5

2 ED 5

12 SPD 4

0 REC 6

0 END 30

0 STUN 28

Total Characteristics Cost: 76 Points

 

Cost Skills

3 Computer Programming 13-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

10 Money: Wealthy

2 PS: Knight Armored Systems CEO 11-

Total Skills Cost: 25 Points

 

Cost Powers

30 Armor +15 rPD +15 rED, OIF: Powered Armor (-1/2)

40 Multipower (60 Points) OIF: Powered Armor (-1/2)

4 u) EB 12d6, [16c] (-0)

4 u) EB 6d6, Double KNB (+3/4), [32c] (+1/4)

4 u) STR +40, No END (+1/2)

8 ES: High Range Radio Perception, OIF: Powered Armor (-1/2)

20 ES: 360 Degree Spatial Awareness, Telescopic +2, OIF: Powered Armor (+1/2)

20 Flight 10", Variable Advantages (+1/2), Megascale/Usable Underwater/No END Only (-1/4), 1/2 END (+1/4),

OIF: Powered Armor (-1/2)

7 KNB Resistance -5", OIF: Powered Armor (-1/2)

13 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained,

OIF: Powered Armor (-1/2)

Total Powers Cost: 150 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

15 Hunted: Paladin Enemies (As Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Heroic (Common/Strong)

15 PsyL: Patriotic (Common/Strong)

15 SocL: Secret Identity [st. John Knight] (Frequently/Major)

Total Disadvantages Cost: 250 Ponits

 

Paladin is St. John Knight, CEO of a firm that builds powered armor for the U.S. Government. Deciding to become a superhero himself he built the high tech armor he wears to battle evil.

 

 

Scarlet Arachnid

 

Cost Char Val

5 STR 15

30 DEX 20

16 CON 18

2 BODY 11

8 INT 18

8 EGO 14

10 PRE 20

3 COM 16

4 PD 7

3 ED 7

10 SPD 4

0 REC 7

0 END 36

0 STUN 28

Total Characteristics Cost: 99 Points

 

Cost Skills

3 Acrobatics 13-

3 Acting 13-

3 Breakfall 13-

3 Conversation 13-

3 Cryptography 13-

3 Disguise 13-

3 High Society 13-

4 Language: Native Russian

3 Lockpicking 13-

Martial Arts: Classic

4 1) Martial Block

4 2) Martial Dodge

4 3) Martial Strike

3 4) Martial Throw

5 5) Offensive Strike

3 Persuasion 13-

3 Security Systems 13-

3 Shadowing 13-

10 SK: Overall +1

3 Sleight of Hand 13-

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 76 Points

 

Cost Powers

16 Armor +8 rPD +8 rED, OIF: Costume (-1/2)

7 Clinging 20 STR, OIF: Costume (-1/2)

30 EB 6d6, Autofire [2-3 Shots] (+1/4), [32c] (+1/4), OIF: Wrist Blasters (-1/2)

2 Running +1"

10 Swinging 10", 4x NCM, OAF: Swing Line (-1)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disavantages

15 Hunted: Scarlet Arachnid Enemies (As Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Heroic (Common/Strong)

15 PsyL: Patriotic (Common/Strong)

15 SocL: Secret Identity [Tatiana Ivanova] (Frequently/Major)

Total Disadvantages Cost: 250 Points

 

The Scarlet Arachnid is Tatiana Ivanova. She is a second generation Russian America who was trained by her mother, an ex-Soviet spy. Tatiana is the head of security for Knight Armored System Technologies.

 

 

Each of the pair of heroes attacked the powered armor mercenaries initially without knowing about the others presence. The ability of the robbers to cooridinate there rather impressive firepower came as a rude surprise. The relative power of the heroes, and their willingness to watch each other back soon turned the tide.

 

After the Mercenaries were disarmed, they were taken into the custody of Federal Authorities, and changes were never pressed.

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Re: Special Report: The End of Superheroes!

 

Bad News!

 

National News Company (NNC) reported that the United Superheroes of America had failed to catch a group of armored criminals after an attempt to steal the experimental Omega Generator. Nighthawk II, called an infamous vigilante, and Miss Liberty, called a superpowered showboat, where singled out for blame. The Scarlet Arachnid, and Paladin were praised for keeping innocents safe. They're not being superhuman was mentioned several times.

 

The United Superheroes of America has some of the best detectives in the world among it's members. They soon found out that the federal agent who took the Powered Armored criminals in custody was a former FBI agent named Elliot Lauderdale. He was currently working for President Charles Stewart Lee's Adviser on Superhuman Affairs.

 

Knight Armored System Technologies found itself under investigation. The armor used in the Angel City attack originated from there. St. John Knight found himself threated with a government takeover of his business. Major General Alexander Clifford, U.S. Army (Ret.), Director of Operation STOPGAP, offered Knight a choice. Support STOPGAP with technology, including a modified version of his armor, the services of the Scarlet Arachnid, and covert funding, or find Knight Armored System Technologies shut down.

 

Knight agreed, and his corporate headquarters was renamed Knight Armored System Technologies for Law Enforcement (KASTLE).

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