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Freedom City Campaign [M&M2] - OOC Discussion
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<blockquote data-quote="Graf" data-source="post: 3289592" data-attributes="member: 3087"><p>The Entrapper</p><p>Alexander MacIntyre</p><p></p><p>Appearance</p><p>A medium sized male in a black body suit with white bandoleers holding a variety of advanced looking technological gear strapped to his body. The figure seems hairless but wears a white fedora.</p><p></p><p></p><p>Game Stats</p><p>[sblock]</p><p><span style="font-family: 'Comic Sans MS'"><strong><u>Entrapper</u></strong> - PL 10, 150pp</span></p><p><strong>Concept</strong>: Wanna-be super-hero turned inheritor of techno-villain's legacy</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>ABILITY SCORES</u></strong></span></p><p><strong>Strength [STR]</strong>: 12</p><p><strong>Dexterity [DEX]</strong>: 14</p><p><strong>Constitution [CON]</strong>: 14</p><p><strong>Intelligence [INT]</strong>: 16</p><p><strong>Wisdom [WIS]</strong>: 14</p><p><strong>Charisma [CHA]</strong>: 12</p><p><strong><em>PP Spent</em></strong>: 22</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>SAVES</u></strong></span></p><p><strong>Fortitude [FORT]</strong>: +2 (stat +2)</p><p><strong>Reflex [REF]</strong>: +2 (stat +2)</p><p><strong>Willpower [WILL]</strong>: +4 (+2 stat +2)</p><p><strong>Toughness [TGH]</strong>: +2 (stat +2)</p><p><strong><em>PP Spent</em></strong>: 2</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>SKILLS</u></strong></span></p><p>Acrobatics +4 [2], Bluff +5 [4], Concentration +5 [3], Computers +7 [4], Diplomacy +8 [5], Disable Device +6 [4], Escape Artist +6 [4], Gather Info +9 [8], Intimidate +5 [4], Investigate [12] +15, Knowledge (heroes and villains) +15 [12], Knowledge (codes) +11 [8], Knowledge (technology) +8 [5], Notice +14 [12], Perform (Harmonica) +6 [4], Profession (Math Teacher) +9 [6], Search +15 [12], Sense Motive +15 [13], Stealth +6 [4], Swim +3 [2]</p><p>Skill Ranks: 128</p><p><strong><em>PP Spent</em></strong>: 32</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>FEATS</u></strong></span></p><p>*Benefit /5 contacts with the 2nd and 3rd tier hero community</p><p><em>The Entrapper, as Seer, knows a lot of people in the lower ranks of the hero community. While he can't call in any big favors he could get a 'lend' of a simple item, access to someone with a simple power (particularly a mental one) or some help or advice of a knowledgeable person on almost any topic.</em></p><p>*Well Informed</p><p><strong><em>PP Spent</em></strong>: 6</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>COMBAT ATTRIBUTES</u></strong></span></p><p><strong>Attack Bonus [ATK]</strong>: + 3 (6 pp)</p><p><strong>Damage [DMG]</strong>: + 1 (brawl)</p><p><strong>Attack Bonus [ATK]</strong>: + 3</p><p><strong>Damage [SNARE]</strong>: Reflex Save +5-10 (Snare)</p><p><strong>Defense [DEF]</strong>: + 15 (+ 8 flat-footed) (30pp)</p><p><strong>Initiative [INIT]</strong>: + 2</p><p><strong><em>PP Spent</em></strong>:36</p><p>(Uses defense/toughness trade off: Defense is +15 Toughness is max +5)</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>POWERS</u></strong></span></p><p><strong><em>Seer Mental Abilities</em></strong> - all mental</p><p>ESP 2 (Vision only) [Range 100 ft Notice DC 12] 4 pp</p><p><em>A simple image of a stylized eye formed of while lines appears on both Entrapper's forehead as well as at the target location.</em></p><p>SUPER SENSES (Pre-Cognition - Uncontrollable): 3 pp</p><p><em>A number of smallish stylized eyes phase in-and-out around the Entrapper's head.</em></p><p>SUPER SENSES (Danger Sense; sense-type: mental): 1 pp</p><p><em>A single stylized eye appears briefly about the Entrapper's head, focused in the direction of the threat.</em></p><p><strong>PP sub-total:</strong> 8</p><p></p><p><strong><em>Body Suit</em></strong> - all technological</p><p>INSUBSTANTIAL 4 (Extra: Action: Reactive; Flaws: Tiring): 20pp</p><p>SUPER MOVEMENT (Wall Crawling): 2pp</p><p><strong>pp sub-total</strong>: 22</p><p></p><p><strong><em>Trapper Gear</em></strong> -- Device 5 (Can be removed when helpless; Power Feat: Restricted x2 can only be used by Entrapper) (22pp)</p><p>- all technological</p><p>Primary Power: SNARE 10 (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses);</p><p>Alternate powers:</p><p> Create Object 6 (Continuous); (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses)</p><p> Alternate Power: Snare 6 Shapeable (+1 rank); (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses)</p><p> Alternate Power: Snare 5 (Extras: Affects Corporeal (+1 rank), Area (Burst +1 rank));</p><p> Alternate Power: Snare 6 (Extras: Affects Corporeal (+1 rank), Power Feat Ricochett x2);</p><p> Alternate Power: Snare 9 (Extras: Area (Burst +1 rank)/Flaws: Full round action (-1 rank); Power Feats: Triggered))</p><p><em>Entrapper has a number of disks, grenades and pouches of small "glue caltrops" that he can use to entrap people in quick-hardening pinkish-brown goo. The goo is bio-degradable, air permeable and very hard. While he only has a handful of Snare 10s/Object Creator/Shapables on him he has an effectively unlimited number of weaker goo bombs. He can re-fill or recreate the stronger pieces from equipment he has stored at his 'hide-out'.</em></p><p><em>The first three weapon types all draw from the same limited pool of 5 uses. The last three are smaller weapons that he has effectively unlimited amounts of. Since anything he lets go of becomes corporeal almost all of the powers have the extra: Affects Corporeal, however he must be corporeal to set up his 'triggered goo bomb' -- his last alternate power (which also takes extra time).</em></p><p><strong>pp sub-total:</strong> 25 --> 22 (device power total)</p><p></p><p><strong><em>PP Spent (all Powers)</em></strong>: 52</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>DRAWBACKS</u></strong></span></p><p>Drawbacks: Mental Powers have visible effects (-0 pp) (too minor to be worth anything)</p><p></p><p><span style="font-family: 'Comic Sans MS'"><strong><u>COMPLICATIONS</u></strong></span></p><p>1. Syndicate X (or other people who want his technology)</p><p>2. Old friends/enemies from when Alex was the Seer</p><p>3. Old enemies/allies of the Trapper</p><p>4. Can't remove the black suit/the black suit is affecting his mind</p><p>5. Total disappearance from civilian life (he was a math teacher but he's called in sick for the rest of the year claiming nervous breakdown)</p><p>6. Current 'hide-out' is the second Stunner's couch (while he figures out his next step is).</p><p>7. The protoplasmic entities the Trapper created come looking for him.</p><p></p><p>QUIRKS</p><p>Tends to lose his fedora the first time he gets hit in a fight.</p><p>Tries to be ambiguous about whether he's connected to the Seer; but secretly happy that anyone would remember his past alter-ego at all.</p><p>Keeps the scrabble set the Trapper used to send his last message and occasionally checks it to see if it's spelled anything new.</p><p>Keeps some of his favorite pieces of old super hero memorabilia in a cigar box his father gave him.</p><p>Media phobic.</p><p>[/sblock]</p><p></p><p>Power Progression</p><p>[sblock]</p><p>Alternate power for Incorporeal (Drop tiring and Action -1) 1 pp; shows his body toughening up and getting used to the phasing; but 'defensively phasing' still takes the wind out of him.</p><p>Buy Protection +2 for suit (gets toughness up to +5)</p><p>Buy up attack so snare has a better chance of hitting something</p><p>[/sblock]</p><p></p><p>Life arcs</p><p>[sblock]</p><p>Arc 1 - Early Years</p><p>Idolized superheroes as a young child; joined fan clubs, kept memorabilia, ran toward explosions and super fights, etc. Once was mildly injured by one of the Stunner's Stun-bombs.</p><p></p><p>Arc 2 - The Journey Begins</p><p>As a teenager began to have strange precognitive flashes. Hid his powers and began to practice as well as going on an intensive physical regime (or what a teenager thinks would be an intensive regime).</p><p>At age 19 fashions a costume (featuring a big eye on his chest, a trench coat, a fedora and a bandanna) and becomes "the Seer"! Generally mocked by the press for his terrible looking costume, horrific battle cry ("evil fears the sight of the seer!" and ineffectual abilities he has a checkered career. He was shot and seriously injured during his second adventure. Eventually Alex became part time member of a second tier super-group (i.e. one of the people they call when they're desperate and out of ideas). They never get that desperate though.</p><p>During that time he started work as a Math teacher at an inner city school; unfocused and frequently exhausted he tried his best but had trouble reaching his students in a meaningful way. This only drove him to try to succeed harder in his "superhero life".</p><p></p><p>Arc 3 - The Mentalists</p><p>Deciding his powers would work better with a team he joined the newly formed Mentalists; a team filled primarily with psychic or mental super-heroes. Despite continued ribbing in tabloids this was probably the happiest time in Alex's life (before he became the Entrapper anyway). Enjoyed working with most of his teammates including the second Stunner (trying to redeem his father's name), Mr. and Miss Mezmer, the Great Brain and Phantasia.</p><p></p><p>During this time a villain called the Strangler appeared. Initially the Strangler appeared to be little more than a super-powered mugger. Preying primarily on the poor; he always killed his victims, usually using flexible tentacles or constricting attacks. The initial attacks occured near an area the Seer originally identified as "needing protection" when he started his career and attracted his attention. The Strangler was tough to catch and his campaign of terror lasted intermittently almost half a year; as an extremely mundane villian, apparently acting for monetary benefit, using subways for transportation, killing in different locations, and targeting unattractive males he avoided attracting the attention of any significant heroes or the media. Despite his best attempts Alex was unable to get an useful precognitive visions about the attacks, however, after speaking to the Stunner about the sort of technology being used Alex deduced that the Strangler may be using the technology of the Trapper. Given the Trapper's ethical background Alex, correctly, deduced that the Trapper would not like the way his equipment was being used.</p><p>He approached the Trapper in prison, briefly explained the situation and asked for the Trapper's help. The Trapper gave him a safe deposit location, key and code. The box contained a device that could trace even minute quantities of the Trapper's goo ; effectively allowing someone to trace someone who had used the goo recently.</p><p>At this point the Strangler exploded into the limelight by killing a minor but popular super hero: Electrix. Seer was able to use the device to help Electrix's partner track down and capture the Strangler.</p><p></p><p></p><p>Arc 4 - The End & Epologue</p><p>The Mentalists break up. While their first two adventures (vs. The Illusionist and the Psychonaughts) were a successful the third (vs. a bunch of robots) ended in a tragic disaster. The Great Brain was killed, the Stunner crippled and the MezmersPhantasia pushed to join or start another group but Alex, frustrated with the utility of his powers and guilty that he hadn't "seen" was was going to happen to the Mentalists, hung up the Seer uniform for good.</p><p></p><p></p><p>A psychologist approaches Alex though an old number he kept for contacting the Seer and inquires about getting his help. The psychologist is writing a book on "superhumans creating their own morality". He's had trouble getting an interview with the Trapper and wonders if the Seer would help him out.</p><p>Alex agrees to and visits the trapper with a set of prepared questions. Over several sessions they have a blast they share a couple of hobbies (playing the harmonica, scrabble) and Alex genuinely loves stories about the "old days" and the trapper's keen memory for details and elaborate schemes are genuinely fun. They talk about all the Trapper's old capers, why the Trapper ultimately gave himself up, and the Strangler. The Trapper implies in their last conversation he knew that Alex didn't tell anyone about the goo-detection gadget and returned it to the safe deposit box.</p><p></p><p>Arc 5 - Rebirth</p><p></p><p>Having completed his "mission". Alex went to call the psychologist but he got a very "bad flash" and quickly burned all the materials. No sooner did he do this than the psychologist showed up. He was actually Psychologist X, a representative of a mysterious trans-dimensional criminal organization (called the "X's".... each one has different powers based on their role like Fighter X, or whatever). They had actually been using Alex to get access to the Trapper's gear (and using their own technology to block Alex's precognition). The psychologist attempted to extract the information from Alex's mind but he was able to resist. So the Psychologist injected him with a bomb and said he would die in one hour before leaving.</p><p>After the psychologist left Alex's scrabble set flipped over and spelled out "There is something different in the bank".</p><p>Panicked (and somehow prevented from speaking more than a word or two at a time) Alex managed to get to the bank, present the original deposit slip from the Trapper and pull out a black body suit from the safe deposit box. Activating it it immediately enveloped him and then phased him (but not his clothing). The bomb fell out and went off (very small explosion but it would have killed him). He managed to get the rest of the stuff out of the safe and get out of the building as the "X's" attacked.</p><p></p><p>The black body suit seems to be bonded to his skin and can't be removed (parts of it can be phased though, allowing important functions to occur). The Trapper has apparently died in prison. He has a lot of high-tech gear that he can operate but doesn't really know how it works. He's thrilled to be a hero, but concerned there are things going on that he doesn't understand.</p><p>[/sblock]</p><p></p><p></p><p>General notes on Powers</p><p>[sblock]</p><p>Origins of precognitive powers</p><p>He believes this was caused by his exposure to the Stunner grenade as a boy; the Stunner's gear were non-physical in nature. Despite a lot of research he's never found another juvenile who was affected by the grenades so he's not positive. He thinks that some of the second Stunner's extra-sensory perceptions (empathy, blind-sight) could have been related to long-term low levels of exposure to his father's technology.</p><p>The degree of this power will depend on how many points I have left.</p><p></p><p>The Phase suit</p><p>Allows him to phase, short term and stick to surfaces, It transmits a reasonable degree of facial expression despite being all black. Since it transfers information to him as if it were his skin he thinks there is some sort of neurological bond but he's at a loss to explain it.</p><p>Unfortunately the phase field only seems to work on 1) Trapper Gear and 2) a very small amount of additional mass (the fedora and bandoleers are made of some extra Trapper material).</p><p>Later on it may provide some sort of minor protection and/or the Permeable power (to reflect him doing 'quick phases' through walls or obstacles).</p><p></p><p>Trapper Gear</p><p>Trapper Gear (or at least the gear that Alex has) is made of study materials, generally hard plastic or some sort of plether type material. After having been mocked over his fashion choices as the Seer Alex has made the "Entrapper's" gear all white.</p><p>Historically the Trapper's equipment has only worked reliably for the Trapper. Other people who've grabbed the his guns or equipment tend to find that it breaks down (or blows up and traps them) with astounding frequency. Basically he was a paranoid and kept the stuff heavily booby-trapped.</p><p>Since the gear works as well for Alex as it did for the Trapper and also phases along with him causing him to think that there is some sort of field or relationship between the suit and the rest of the gear. Since he's found using the gear to be intuitively easy he's under the growing (and slightly creepy) impression that the suit is affecting his mind.</p><p>The gear is still a bit vague in my mind but will include things like instant hardening goo grenades (with timers, proximity alarms), the ability to coat a surface with something sticky, some sort of bolas type throwing items, maybe something that paralyzes.</p><p></p><p>I understand these need to be bought as powers not as individual items. I'll think about it a bit more and try to come back with how I think it should operate.</p><p>[/sblock]</p><p></p><p>The Trapper</p><p>[sblock]</p><p>For all that his quirky abilities and focus on non-damaging equipment the Trapper was a serious threat to Freedom City and he gave nearly every hero who ran into him a very difficult time.</p><p>*His first appearance was when he faced a minor acrobatic hero (like Daredevil or Spiderman). He used a glue gun, glue traps, elastic ropes and so forth. Other than his emphasis on not-harming people he was noted for his weird battle cries (which he insists are more properly called "Koens" like "My order brings chaos!" "Only when frozen are you free!")</p><p>*His second appearance was with the first Stunner; their successful crime wave netted millions of dollars that were never recovered. Ultimately the stunner was captured and the Trapper was (apparently) killed by a super team. The Stunner held a grudge against the Trapper for many years.</p><p>*He turned up when the minor acrobatic hero (hereafter MAH) was dealing with a malfunctioning generator that was leaking "strange extra dimensional energy" into a nearby campus and irradiating the students. Ultimately he told the MAH how to deactivate the generator (the MAH did this instead of capturing the Trapper). Later on it was discovered that a lot of the equipment was missing. The Trapper confirmed that his was where he got his start on the "trans-dimensional problem".</p><p>*His first major "attack on Freedom City" involved his Duo-ray (the media called it he called it his Mass-Trapping-Device... it turned people into 2D.. the attack was launched during fashion week with him yelling "You are Trapped by your Desire to be Thin! I will Free You!"). He demanded a strange meteorite in exchange for calling off his attack but was foiled by a Centurion.</p><p>*Joined a squad of villains for several adventures. Confined himself to relatively minor activities (tossing a few grenades). Later on he was found to have been analyzing most of his villain team's gear. Was captured and imprisoned but escaped in less than 24 hours (though he wasn't noted missing until the "false Trapper", made out of mobile-protoplasm was zapped by one of his erstwhile comrades during his trial).</p><p>*Several years later he launched an attack with an army of protoplasmic goons on Freedom City.... at exactly the same time as an extra dimensional alien force was about to invade the city. Instead of finishing off his attack he turned his army into one big protoplasmic creature and sent it off to stop the invading force. The vast majority of Freedom City never found out about the invasion but the act cemented him in Super hero CW as "the nicest guy we want to see put in a padded cell".</p><p>--- The Trapper later implied that the creature, was, in fact sentient, and that the more protoplasm added to a creature the smarter it became. The Trapper was apparently deeply concerned about the creation of sentient life and never created anything protoplasmic again. Alex believes that one of the codes ("The formless king was a better man") in their scrabble games hinted that the creature was apparently still alive, and ruling the alien invaders he had been sent to stop.</p><p>*The Trapper competed with several villains and heroes to acquire alien technology hidden at various sites around the world. He was defeated and seriously injured by more ruthless villains; who were, in turn, stopped by the heroes.</p><p>*The Trapper launched a threat to turn all the water in Freedom City into a super-adhesive substance. It would be drinkable (enzymes in the human mouth temporarily weakened it) but a gigantic pain in the butt for everyone. The plan was "foiled" when a super-scientist was able to persuasively argue that this would seriously impair treatment of certain diseases (difficulty of intravenous feeding, etc). The Trapper took out a newspaper article apologizing for the threat.</p><p>*Several more adventures against heroes including an Iron Man type (if there is one), the AMH and a non-powered hero. In each case the Trapper's gear seemed to be around the same power level of his opponents. Against the Iron Man-type a lot of good gear (including short range teleportation, phasing equipment) got used. The AMH saw newer versions of the original gear (i.e. that the Trapper used when they first fought each other, mostly glue guns), the non-powered hero saw mundane equipment (and some exotic paralyzing agents).</p><p>--- There was a theory at this time that there were several "Trappers" due to their varying power levels. Alex thinks otherwise. He thinks that the Trapper's device creation skills were not completely under his control. If the Trapper thought of an item he felt compelled to make it; if he saw something broken he had to fix it. He thought that the Trapper was increasingly worried about what would happen if his technology was stolen. (A fear that would be born out by the Strangler). The Trapper referred to this as his "efficient period".</p><p>*The Trapper's last caper involved a fight with a major super team. During the battle a strong character (like the Hulk) got hit by one of his super-goo bombs. Though the hero was fine he rolled off a building and landed on a child. The Trapper, having seen that teleported away.</p><p>The next day he arrived, in civilian clothing, at the family's house. They called the police and he was arrested. He had no gear on his person, nor would he reveal the location of any of his equipment or bases. He was tried and convicted of manslaughter; however the government indicated that after his prison stay he was to be permanently housed at an insane asylum.</p><p>[/sblock]</p><p></p><p>I would be very happy to include more cannon Freedom City characters in the back story. Other than Centurion I don't know anyone though.</p></blockquote><p></p>
[QUOTE="Graf, post: 3289592, member: 3087"] The Entrapper Alexander MacIntyre Appearance A medium sized male in a black body suit with white bandoleers holding a variety of advanced looking technological gear strapped to his body. The figure seems hairless but wears a white fedora. Game Stats [sblock] [font=Comic Sans MS][b][u]Entrapper[/u][/b] - PL 10, 150pp[/font] [b]Concept[/b]: Wanna-be super-hero turned inheritor of techno-villain's legacy [font=Comic Sans MS][b][u]ABILITY SCORES[/u][/b][/font] [b]Strength [STR][/b]: 12 [b]Dexterity [DEX][/b]: 14 [b]Constitution [CON][/b]: 14 [b]Intelligence [INT][/b]: 16 [b]Wisdom [WIS][/b]: 14 [b]Charisma [CHA][/b]: 12 [b][i]PP Spent[/i][/b]: 22 [font=Comic Sans MS][b][u]SAVES[/u][/b][/font] [b]Fortitude [FORT][/b]: +2 (stat +2) [b]Reflex [REF][/b]: +2 (stat +2) [b]Willpower [WILL][/b]: +4 (+2 stat +2) [b]Toughness [TGH][/b]: +2 (stat +2) [b][i]PP Spent[/i][/b]: 2 [font=Comic Sans MS][b][u]SKILLS[/u][/b][/font] Acrobatics +4 [2], Bluff +5 [4], Concentration +5 [3], Computers +7 [4], Diplomacy +8 [5], Disable Device +6 [4], Escape Artist +6 [4], Gather Info +9 [8], Intimidate +5 [4], Investigate [12] +15, Knowledge (heroes and villains) +15 [12], Knowledge (codes) +11 [8], Knowledge (technology) +8 [5], Notice +14 [12], Perform (Harmonica) +6 [4], Profession (Math Teacher) +9 [6], Search +15 [12], Sense Motive +15 [13], Stealth +6 [4], Swim +3 [2] Skill Ranks: 128 [b][i]PP Spent[/i][/b]: 32 [font=Comic Sans MS][b][u]FEATS[/u][/b][/font] *Benefit /5 contacts with the 2nd and 3rd tier hero community [i]The Entrapper, as Seer, knows a lot of people in the lower ranks of the hero community. While he can't call in any big favors he could get a 'lend' of a simple item, access to someone with a simple power (particularly a mental one) or some help or advice of a knowledgeable person on almost any topic.[/i] *Well Informed [b][i]PP Spent[/i][/b]: 6 [font=Comic Sans MS][b][u]COMBAT ATTRIBUTES[/u][/b][/font] [b]Attack Bonus [ATK][/b]: + 3 (6 pp) [b]Damage [DMG][/b]: + 1 (brawl) [b]Attack Bonus [ATK][/b]: + 3 [b]Damage [SNARE][/b]: Reflex Save +5-10 (Snare) [b]Defense [DEF][/b]: + 15 (+ 8 flat-footed) (30pp) [b]Initiative [INIT][/b]: + 2 [b][i]PP Spent[/i][/b]:36 (Uses defense/toughness trade off: Defense is +15 Toughness is max +5) [font=Comic Sans MS][b][u]POWERS[/u][/b][/font] [b][i]Seer Mental Abilities[/i][/b][i][/i] - all mental ESP 2 (Vision only) [Range 100 ft Notice DC 12] 4 pp [i]A simple image of a stylized eye formed of while lines appears on both Entrapper's forehead as well as at the target location.[/i] SUPER SENSES (Pre-Cognition - Uncontrollable): 3 pp [i]A number of smallish stylized eyes phase in-and-out around the Entrapper's head.[/i] SUPER SENSES (Danger Sense; sense-type: mental): 1 pp [i]A single stylized eye appears briefly about the Entrapper's head, focused in the direction of the threat.[/i] [b]PP sub-total:[/b] 8 [b][i]Body Suit[/i][/b][i][/i] - all technological INSUBSTANTIAL 4 (Extra: Action: Reactive; Flaws: Tiring): 20pp SUPER MOVEMENT (Wall Crawling): 2pp [b]pp sub-total[/b]: 22 [b][i]Trapper Gear[/i][/b] -- Device 5 (Can be removed when helpless; Power Feat: Restricted x2 can only be used by Entrapper) (22pp) - all technological Primary Power: SNARE 10 (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses); Alternate powers: Create Object 6 (Continuous); (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses) Alternate Power: Snare 6 Shapeable (+1 rank); (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses) Alternate Power: Snare 5 (Extras: Affects Corporeal (+1 rank), Area (Burst +1 rank)); Alternate Power: Snare 6 (Extras: Affects Corporeal (+1 rank), Power Feat Ricochett x2); Alternate Power: Snare 9 (Extras: Area (Burst +1 rank)/Flaws: Full round action (-1 rank); Power Feats: Triggered)) [i]Entrapper has a number of disks, grenades and pouches of small "glue caltrops" that he can use to entrap people in quick-hardening pinkish-brown goo. The goo is bio-degradable, air permeable and very hard. While he only has a handful of Snare 10s/Object Creator/Shapables on him he has an effectively unlimited number of weaker goo bombs. He can re-fill or recreate the stronger pieces from equipment he has stored at his 'hide-out'. The first three weapon types all draw from the same limited pool of 5 uses. The last three are smaller weapons that he has effectively unlimited amounts of. Since anything he lets go of becomes corporeal almost all of the powers have the extra: Affects Corporeal, however he must be corporeal to set up his 'triggered goo bomb' -- his last alternate power (which also takes extra time).[/i] [b]pp sub-total:[/b] 25 --> 22 (device power total) [b][i]PP Spent (all Powers)[/i][/b]: 52 [font=Comic Sans MS][b][u]DRAWBACKS[/u][/b][/font] Drawbacks: Mental Powers have visible effects (-0 pp) (too minor to be worth anything) [font=Comic Sans MS][b][u]COMPLICATIONS[/u][/b][/font] 1. Syndicate X (or other people who want his technology) 2. Old friends/enemies from when Alex was the Seer 3. Old enemies/allies of the Trapper 4. Can't remove the black suit/the black suit is affecting his mind 5. Total disappearance from civilian life (he was a math teacher but he's called in sick for the rest of the year claiming nervous breakdown) 6. Current 'hide-out' is the second Stunner's couch (while he figures out his next step is). 7. The protoplasmic entities the Trapper created come looking for him. QUIRKS Tends to lose his fedora the first time he gets hit in a fight. Tries to be ambiguous about whether he's connected to the Seer; but secretly happy that anyone would remember his past alter-ego at all. Keeps the scrabble set the Trapper used to send his last message and occasionally checks it to see if it's spelled anything new. Keeps some of his favorite pieces of old super hero memorabilia in a cigar box his father gave him. Media phobic. [/sblock] Power Progression [sblock] Alternate power for Incorporeal (Drop tiring and Action -1) 1 pp; shows his body toughening up and getting used to the phasing; but 'defensively phasing' still takes the wind out of him. Buy Protection +2 for suit (gets toughness up to +5) Buy up attack so snare has a better chance of hitting something [/sblock] Life arcs [sblock] Arc 1 - Early Years Idolized superheroes as a young child; joined fan clubs, kept memorabilia, ran toward explosions and super fights, etc. Once was mildly injured by one of the Stunner's Stun-bombs. Arc 2 - The Journey Begins As a teenager began to have strange precognitive flashes. Hid his powers and began to practice as well as going on an intensive physical regime (or what a teenager thinks would be an intensive regime). At age 19 fashions a costume (featuring a big eye on his chest, a trench coat, a fedora and a bandanna) and becomes "the Seer"! Generally mocked by the press for his terrible looking costume, horrific battle cry ("evil fears the sight of the seer!" and ineffectual abilities he has a checkered career. He was shot and seriously injured during his second adventure. Eventually Alex became part time member of a second tier super-group (i.e. one of the people they call when they're desperate and out of ideas). They never get that desperate though. During that time he started work as a Math teacher at an inner city school; unfocused and frequently exhausted he tried his best but had trouble reaching his students in a meaningful way. This only drove him to try to succeed harder in his "superhero life". Arc 3 - The Mentalists Deciding his powers would work better with a team he joined the newly formed Mentalists; a team filled primarily with psychic or mental super-heroes. Despite continued ribbing in tabloids this was probably the happiest time in Alex's life (before he became the Entrapper anyway). Enjoyed working with most of his teammates including the second Stunner (trying to redeem his father's name), Mr. and Miss Mezmer, the Great Brain and Phantasia. During this time a villain called the Strangler appeared. Initially the Strangler appeared to be little more than a super-powered mugger. Preying primarily on the poor; he always killed his victims, usually using flexible tentacles or constricting attacks. The initial attacks occured near an area the Seer originally identified as "needing protection" when he started his career and attracted his attention. The Strangler was tough to catch and his campaign of terror lasted intermittently almost half a year; as an extremely mundane villian, apparently acting for monetary benefit, using subways for transportation, killing in different locations, and targeting unattractive males he avoided attracting the attention of any significant heroes or the media. Despite his best attempts Alex was unable to get an useful precognitive visions about the attacks, however, after speaking to the Stunner about the sort of technology being used Alex deduced that the Strangler may be using the technology of the Trapper. Given the Trapper's ethical background Alex, correctly, deduced that the Trapper would not like the way his equipment was being used. He approached the Trapper in prison, briefly explained the situation and asked for the Trapper's help. The Trapper gave him a safe deposit location, key and code. The box contained a device that could trace even minute quantities of the Trapper's goo ; effectively allowing someone to trace someone who had used the goo recently. At this point the Strangler exploded into the limelight by killing a minor but popular super hero: Electrix. Seer was able to use the device to help Electrix's partner track down and capture the Strangler. Arc 4 - The End & Epologue The Mentalists break up. While their first two adventures (vs. The Illusionist and the Psychonaughts) were a successful the third (vs. a bunch of robots) ended in a tragic disaster. The Great Brain was killed, the Stunner crippled and the MezmersPhantasia pushed to join or start another group but Alex, frustrated with the utility of his powers and guilty that he hadn't "seen" was was going to happen to the Mentalists, hung up the Seer uniform for good. A psychologist approaches Alex though an old number he kept for contacting the Seer and inquires about getting his help. The psychologist is writing a book on "superhumans creating their own morality". He's had trouble getting an interview with the Trapper and wonders if the Seer would help him out. Alex agrees to and visits the trapper with a set of prepared questions. Over several sessions they have a blast they share a couple of hobbies (playing the harmonica, scrabble) and Alex genuinely loves stories about the "old days" and the trapper's keen memory for details and elaborate schemes are genuinely fun. They talk about all the Trapper's old capers, why the Trapper ultimately gave himself up, and the Strangler. The Trapper implies in their last conversation he knew that Alex didn't tell anyone about the goo-detection gadget and returned it to the safe deposit box. Arc 5 - Rebirth Having completed his "mission". Alex went to call the psychologist but he got a very "bad flash" and quickly burned all the materials. No sooner did he do this than the psychologist showed up. He was actually Psychologist X, a representative of a mysterious trans-dimensional criminal organization (called the "X's".... each one has different powers based on their role like Fighter X, or whatever). They had actually been using Alex to get access to the Trapper's gear (and using their own technology to block Alex's precognition). The psychologist attempted to extract the information from Alex's mind but he was able to resist. So the Psychologist injected him with a bomb and said he would die in one hour before leaving. After the psychologist left Alex's scrabble set flipped over and spelled out "There is something different in the bank". Panicked (and somehow prevented from speaking more than a word or two at a time) Alex managed to get to the bank, present the original deposit slip from the Trapper and pull out a black body suit from the safe deposit box. Activating it it immediately enveloped him and then phased him (but not his clothing). The bomb fell out and went off (very small explosion but it would have killed him). He managed to get the rest of the stuff out of the safe and get out of the building as the "X's" attacked. The black body suit seems to be bonded to his skin and can't be removed (parts of it can be phased though, allowing important functions to occur). The Trapper has apparently died in prison. He has a lot of high-tech gear that he can operate but doesn't really know how it works. He's thrilled to be a hero, but concerned there are things going on that he doesn't understand. [/sblock] General notes on Powers [sblock] Origins of precognitive powers He believes this was caused by his exposure to the Stunner grenade as a boy; the Stunner's gear were non-physical in nature. Despite a lot of research he's never found another juvenile who was affected by the grenades so he's not positive. He thinks that some of the second Stunner's extra-sensory perceptions (empathy, blind-sight) could have been related to long-term low levels of exposure to his father's technology. The degree of this power will depend on how many points I have left. The Phase suit Allows him to phase, short term and stick to surfaces, It transmits a reasonable degree of facial expression despite being all black. Since it transfers information to him as if it were his skin he thinks there is some sort of neurological bond but he's at a loss to explain it. Unfortunately the phase field only seems to work on 1) Trapper Gear and 2) a very small amount of additional mass (the fedora and bandoleers are made of some extra Trapper material). Later on it may provide some sort of minor protection and/or the Permeable power (to reflect him doing 'quick phases' through walls or obstacles). Trapper Gear Trapper Gear (or at least the gear that Alex has) is made of study materials, generally hard plastic or some sort of plether type material. After having been mocked over his fashion choices as the Seer Alex has made the "Entrapper's" gear all white. Historically the Trapper's equipment has only worked reliably for the Trapper. Other people who've grabbed the his guns or equipment tend to find that it breaks down (or blows up and traps them) with astounding frequency. Basically he was a paranoid and kept the stuff heavily booby-trapped. Since the gear works as well for Alex as it did for the Trapper and also phases along with him causing him to think that there is some sort of field or relationship between the suit and the rest of the gear. Since he's found using the gear to be intuitively easy he's under the growing (and slightly creepy) impression that the suit is affecting his mind. The gear is still a bit vague in my mind but will include things like instant hardening goo grenades (with timers, proximity alarms), the ability to coat a surface with something sticky, some sort of bolas type throwing items, maybe something that paralyzes. I understand these need to be bought as powers not as individual items. I'll think about it a bit more and try to come back with how I think it should operate. [/sblock] The Trapper [sblock] For all that his quirky abilities and focus on non-damaging equipment the Trapper was a serious threat to Freedom City and he gave nearly every hero who ran into him a very difficult time. *His first appearance was when he faced a minor acrobatic hero (like Daredevil or Spiderman). He used a glue gun, glue traps, elastic ropes and so forth. Other than his emphasis on not-harming people he was noted for his weird battle cries (which he insists are more properly called "Koens" like "My order brings chaos!" "Only when frozen are you free!") *His second appearance was with the first Stunner; their successful crime wave netted millions of dollars that were never recovered. Ultimately the stunner was captured and the Trapper was (apparently) killed by a super team. The Stunner held a grudge against the Trapper for many years. *He turned up when the minor acrobatic hero (hereafter MAH) was dealing with a malfunctioning generator that was leaking "strange extra dimensional energy" into a nearby campus and irradiating the students. Ultimately he told the MAH how to deactivate the generator (the MAH did this instead of capturing the Trapper). Later on it was discovered that a lot of the equipment was missing. The Trapper confirmed that his was where he got his start on the "trans-dimensional problem". *His first major "attack on Freedom City" involved his Duo-ray (the media called it he called it his Mass-Trapping-Device... it turned people into 2D.. the attack was launched during fashion week with him yelling "You are Trapped by your Desire to be Thin! I will Free You!"). He demanded a strange meteorite in exchange for calling off his attack but was foiled by a Centurion. *Joined a squad of villains for several adventures. Confined himself to relatively minor activities (tossing a few grenades). Later on he was found to have been analyzing most of his villain team's gear. Was captured and imprisoned but escaped in less than 24 hours (though he wasn't noted missing until the "false Trapper", made out of mobile-protoplasm was zapped by one of his erstwhile comrades during his trial). *Several years later he launched an attack with an army of protoplasmic goons on Freedom City.... at exactly the same time as an extra dimensional alien force was about to invade the city. Instead of finishing off his attack he turned his army into one big protoplasmic creature and sent it off to stop the invading force. The vast majority of Freedom City never found out about the invasion but the act cemented him in Super hero CW as "the nicest guy we want to see put in a padded cell". --- The Trapper later implied that the creature, was, in fact sentient, and that the more protoplasm added to a creature the smarter it became. The Trapper was apparently deeply concerned about the creation of sentient life and never created anything protoplasmic again. Alex believes that one of the codes ("The formless king was a better man") in their scrabble games hinted that the creature was apparently still alive, and ruling the alien invaders he had been sent to stop. *The Trapper competed with several villains and heroes to acquire alien technology hidden at various sites around the world. He was defeated and seriously injured by more ruthless villains; who were, in turn, stopped by the heroes. *The Trapper launched a threat to turn all the water in Freedom City into a super-adhesive substance. It would be drinkable (enzymes in the human mouth temporarily weakened it) but a gigantic pain in the butt for everyone. The plan was "foiled" when a super-scientist was able to persuasively argue that this would seriously impair treatment of certain diseases (difficulty of intravenous feeding, etc). The Trapper took out a newspaper article apologizing for the threat. *Several more adventures against heroes including an Iron Man type (if there is one), the AMH and a non-powered hero. In each case the Trapper's gear seemed to be around the same power level of his opponents. Against the Iron Man-type a lot of good gear (including short range teleportation, phasing equipment) got used. The AMH saw newer versions of the original gear (i.e. that the Trapper used when they first fought each other, mostly glue guns), the non-powered hero saw mundane equipment (and some exotic paralyzing agents). --- There was a theory at this time that there were several "Trappers" due to their varying power levels. Alex thinks otherwise. He thinks that the Trapper's device creation skills were not completely under his control. If the Trapper thought of an item he felt compelled to make it; if he saw something broken he had to fix it. He thought that the Trapper was increasingly worried about what would happen if his technology was stolen. (A fear that would be born out by the Strangler). The Trapper referred to this as his "efficient period". *The Trapper's last caper involved a fight with a major super team. During the battle a strong character (like the Hulk) got hit by one of his super-goo bombs. Though the hero was fine he rolled off a building and landed on a child. The Trapper, having seen that teleported away. The next day he arrived, in civilian clothing, at the family's house. They called the police and he was arrested. He had no gear on his person, nor would he reveal the location of any of his equipment or bases. He was tried and convicted of manslaughter; however the government indicated that after his prison stay he was to be permanently housed at an insane asylum. [/sblock] I would be very happy to include more cannon Freedom City characters in the back story. Other than Centurion I don't know anyone though. [/QUOTE]
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