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<blockquote data-quote="Graf" data-source="post: 3325365" data-attributes="member: 3087"><p>The Entrapper (PL 10 -- 150 points)</p><p>Alexander MacIntyre</p><p><em>A retired third-tier crime fighter gets a new lease on life with gear from a powerful super-villain</em></p><p></p><p><strong><u>APPEARANCE</u></strong></p><p>A medium sized male in a black body suit. White bandoleers holding a variety of oddly shaped bombs and spheres are strapped to his body. The figure seems hairless and wears a white fedora.</p><p></p><p><strong><u>ABILITY SCORES</u></strong></p><p>Strength [STR]: 12</p><p>Dexterity [DEX]: 14</p><p>Constitution [CON]: 14</p><p>Intelligence [INT]: 16</p><p>Wisdom [WIS]: 14</p><p>Charisma [CHA]: 12</p><p>PP Spent: 22</p><p></p><p><strong><u>SAVES</u></strong></p><p>Fortitude [FORT]: (0+2) +2</p><p>Reflex [REF]: (0+2) +2</p><p>Willpower [WILL]: (2+2) +4</p><p>Toughness [TGH]: (0+2) +2</p><p>PP Spent: 2</p><p></p><p><strong><u>SKILLS</u></strong></p><p>Acrobatics [2] +4, Bluff [4] +5, Concentration [3] +5, Computers [4] +7, Diplomacy [6] +7, Disable Device [4] +6, Escape Artist [4] +6, Gather Information [8] +9, Intimidate [4] +5, Investigate [12] +15, Knowledge (heroes and villains) [12] +15, Knowledge (codes) [8] +11, Notice [12] +14, Perform (harmonica) [4] +6, Profession (math teacher) [6] +9, Search [12] +15, Stealth [5] +7, Swim [2] +3. Total Ranks 112.</p><p>PP Spent: 28</p><p></p><p><strong><u>FEATS</u></strong></p><p>Attack Specialization (thrown device), Benefit 5 (contacts with 2nd and 3rd tier heroes), Well-Informed.</p><p>PP Spent: 7</p><p></p><p><strong><u>COMBAT ATTRIBUTES</u></strong></p><p>Attack Bonus [ATK]: +3</p><p>Damage [DMG]: +1 (unarmed strike)</p><p>Attack Bonus [ATK]: +5</p><p>Damage [REF]: +10/6/5 (thrown device - snare)</p><p>Defense [DEF]: +15</p><p>Initiative [INIT]: +2</p><p>PP Spent: 36</p><p></p><p><strong><u>POWERS</u></strong></p><p>DEVICE 5 [Technological; Snare 10 (Extra: Affects Incorporeal (+1), Flaw: Unreliable – Limited to 5 Uses (-1)); Power Feats: Alt Powers: Create Object 6 (Extra: Action – Continuous (+1); Flaw: Limited to 5 Uses (-1)), Snare 5 (Extras: Affects Incorporeal (+1), Area Burst (+1)), Snare 6 (Extra: Affects Incorporeal; Power Feat: Ricochet 2), Snare 9 (Extras: Area Burst (+1); Flaw: Action – Full Round (-1); Power Feat: Triggered), Snare 4 (Extras: Affects Incorporeal, Blocks Sense - Vision, Hearing (+2))]. 25pp. </p><p>ESP 2 [Vision Only]. 4pp.</p><p>INSUBSTANTIAL 4 [Extra: Action – Reactive (+1); Flaw: Tiring (-1)]. 20pp.</p><p>SUPER-MOVEMENT 2 [Wall Crawling]. 2pp.</p><p>SUPER-SENSES 4 [Danger Sense (Mental), Precognition (Flaw: Uncontrollable)]. 4pp.</p><p>PP Spent: 55</p><p></p><p><strong><u>ATTACKS & EFFECTS</u></strong></p><p>Unarmed Strike (Melee): +3 atk, Toughness Save DC 16.</p><p>Snare (Ranged) +5 atk, Reflex Save DC 20</p><p>Snare (Ranged) +5 atk, Reflex Save DC 15 (burst)</p><p>Snare (Ranged) +5 atk, Reflex Save DC 16 (ricochet)</p><p>Snare (Ranged) +5 atk, Reflex Save DC 14 (blocks senses)</p><p>Note: The Entrapper uses the Defense/Toughness trade-off [+15/+5].</p><p></p><p><strong><u>DRAWBACKS</u></strong></p><p>Drawbacks: Mental Powers have visible effects (-0 pp) (too minor to be worth anything)</p><p></p><p><strong><u>COMPLICATIONS</u></strong></p><p>1. The Foundery comes looking for the Trapper's technology</p><p>2. Old friends/enemies from when he was the Seer</p><p>3. Old enemies/allies of the Trapper</p><p>4. Can't remove the black suit (is concerned it's 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></p><p>QUIRKS</p><p>[sblock]</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 would be 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>Has made several members of his old teammates swear to "take him out" if the suit makes him into a crazy villain. (Stunner has taken to greeting him with the breakfast table with a (discharged) gun and asking him whether he "has turned to the dark side yet")</p><p>Undervalues non-super-power related abilities (including his own).</p><p>Media phobic.</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 first Stunner's Stun-bombs.</p><p></p><p>Arc 2 - Teenage Years ("The Seer Comith")</p><p>As a teenager began to have strange precognitive flashes. Hid his powers and began to engage in an "intensive physical regime" to prepare himself for a crimefighting career (or what a teenager thinks would be an intensive regime). Though he developed a few minor abilities (very short range ESP, a weak danger sense) his powers never seemed to develop or stabilize.</p><p>Still at the age of 17, with no sign of his abilities improving or stabilizing he became fearful that he would loose his chance and pushed on. Donning a costume featuring a big eye on his chest, a trench coat, a fedora and a bandanna he become "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 and propensity to hyperbole his career was checkered from the beginning.</p><p>*He was shot and seriously injured during his second adventure.</p><p>*He was technically a 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>*Was taken hostage during a bank robbery he foresaw.</p><p>*He didn't foresee anything about the the 1993 invasion and was away on a school trip; wasn't able to get back from a school trip to the Florida everglades until it was over.</p><p></p><p>Both his parents were injured during the attack though, and retired with medical benefits. Distracted and more convinced than ever that he was needed Alex grew distant from them.</p><p>His grades in high-school were poor, and after he graduated (a year late due to the invasion) he put off going to college to try to focus on becoming a better super-hero.</p><p></p><p>Arc 3 - Early Twenties (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 who formed in the aftermath of the Terminus Invasion. 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 (the son of the original super-criminal whose mind-bombs caused Alex's powers to trigger), Mr. and Miss Mezmer, the Great Brain and Phantasia.</p><p></p><p>They enjoyed moderate success foiling a number of conflicts between organized crime families, managing to hold off the Psions during an abortive attempt to steal the a powerful alien psycho-crystal and stopping several mental foes (including the Illusionist and the Psychonaughts).</p><p></p><p>During that time he started work as a Math teacher at an inner city school; while he was only supposed to be an assistant teacher the schools budget, needs and the low caliber of the teacher he was working for meant that he was effectively responsible for an entire room full of kids. Unfocused and frequently exhausted he tried his best but had trouble reaching his students in a meaningful way. He became withdrawn and further estranged from his family and people around him. This only drove him to try to succeed harder at his "real mission".</p><p></p><p>In the late 90s a villain called the Strangler appeared. Initially the Strangler appeared to be little more than a mugger with a penchant for killing. Preying primarily on the poor; he always killed his victims, while he was initially believed to use some sort of rope he was actually using flexible tentacles and constricting attacks. The initial attacks occurred near an area the Seer originally identified as "needing protection" when he started his career and attracted his attention. The Strangler's campaign of terror lasted intermittently almost half a year; as an extremely mundane villain, 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, concluded 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, the Red Fist, track down and capture the Strangler. His participation was never published in the news (the closest was a blurb in the Herald that the Red Fist was "accompanied by several concerned individuals from the hero community") and he returned the detection-device to the safe deposit box when completed.</p><p></p><p>Arc 4 - Late Twenties ("The End of a Hero & Epilogue")</p><p>The Mentalists broke up in the summer of 2002. While their first two adventures (vs. The Illusionist and the Psychonaughts) were a successful the third (vs. a mob gang with a bunch of robots) ended in a tragic disaster. The Great Brain was killed, the Stunner crippled and the Mezmers retired. Phantasia pushed to join or start another group but Alex, frustrated with the (lack of) 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>Alex, sold, or gave away most of his memorabilia (including a treasured piece of Centurion memorabilia to Century Girl). He went to community college and completed a degree in education in 2005. Except for getting together with the Stunner for beers once every few weeks his hero life disappeared. Precognitive visions were called into the local police.</p><p></p><p>Almost a year ago a "psychologist" approached Alex though an old number he kept for contacting the Seer and inquired about getting his help. The psychologist claimed he was writing a book on "super-humans creating their own morality". This psychologist indicated that he had trouble getting an interview with the Trapper and wondered if Alex, the last person to have visited the Trapper in prison, would help him out.</p><p>Alex agreed visited the trapper with a set of prepared questions. He found the old man's company enjoyable they shared a couple of hobbies (playing the harmonica, scrabble). Alex's genuine love for stories about the "old days" and the trapper's keen memory for details and elaborate schemes meshed well together. The Trapper shared a lot of his opinionsincluding his obsession with "difference" and how it affected people. Alex was enjoying the sessions so much that he began to put off writing up their conversations and reporting to the psychologist, eventually meeting the Trapper dozens of times and dragging the process out for almost a year. They talked in exhaustive detail about all the Trapper's old capers, why the Trapper ultimately gave himself up, who he was concerned was after his technology (he alluded vaguely to an organization he called the "forge" and implied was related in some fashion to Daedalus but refused to discuss the matterfurther) and, especially, the Strangler.</p><p>The Trapper implied in what would be their last conversation he knew that Alex didn't tell anyone about the goo-detection gadget and returned it to the safe deposit box before launching into a rambling discourse on morality, technology and the danger of too much knowledge.</p><p></p><p>Arc 5 - Rebirth</p><p>Returning home one night Alex a sudden vision of the psychologist taking the notes and killing him with burning hands. He immediately destroyed all the materials and notes from his session with the trapper. No sooner had he finished than Alex's scrabble set flipped over and spelled out "There is something different in the bank". Shocked and desperate Alex managed to crawl out his window moments before the "psychologist" showed up with several robotic guards in tow.</p><p></p><p>No sooner had he made it to the street he had recurring images of the "psychologist" killing him over and over again. No matter where he went, he seemed to be fated to die (often dooming whoever he went to). In a panic Alex ran to the bank. Alex managed to get to the bank, present the original deposit slip from the Trapper and pull out a large duffel back from the safe deposit box. Glancing inside he saw a black body suit and an assortment of gear.</p><p>No sooner had he turned around than he saw the psychologist coming into the room. In a panic he grabbed the suit and it it immediately enveloped him and then phased him (but not his clothing) as an energy blast shot through his chest. Toting the bag around and immune to the psychologist's attacks he managed to escape into the night.</p><p></p><p>After hiding out for a few days (and not seeing any more powerful visions) he hid out on the Stunner's couch (and the relative safety of his decent security system) while he figured out his next move.</p><p>The trapper had apparently passed away in jail, preventing him from following up with the old man.</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 partially phased though, allowing eating, etc.). Other than the suit all of the high-tech gear is in the form of grenades and bombs of various sorts. Several larger pieces of equipment (currently set up at the Stunners) allow him to refill or create the bombs and disks he has. He has (mostly) figured out how to operate the refillers but doesn't really know how it any of 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></blockquote><p></p>
[QUOTE="Graf, post: 3325365, member: 3087"] The Entrapper (PL 10 -- 150 points) Alexander MacIntyre [i]A retired third-tier crime fighter gets a new lease on life with gear from a powerful super-villain[/i] [b][u]APPEARANCE[/u][/b] A medium sized male in a black body suit. White bandoleers holding a variety of oddly shaped bombs and spheres are strapped to his body. The figure seems hairless and wears a white fedora. [b][u]ABILITY SCORES[/u][/b] Strength [STR]: 12 Dexterity [DEX]: 14 Constitution [CON]: 14 Intelligence [INT]: 16 Wisdom [WIS]: 14 Charisma [CHA]: 12 PP Spent: 22 [b][u]SAVES[/u][/b] Fortitude [FORT]: (0+2) +2 Reflex [REF]: (0+2) +2 Willpower [WILL]: (2+2) +4 Toughness [TGH]: (0+2) +2 PP Spent: 2 [b][u]SKILLS[/u][/b] Acrobatics [2] +4, Bluff [4] +5, Concentration [3] +5, Computers [4] +7, Diplomacy [6] +7, Disable Device [4] +6, Escape Artist [4] +6, Gather Information [8] +9, Intimidate [4] +5, Investigate [12] +15, Knowledge (heroes and villains) [12] +15, Knowledge (codes) [8] +11, Notice [12] +14, Perform (harmonica) [4] +6, Profession (math teacher) [6] +9, Search [12] +15, Stealth [5] +7, Swim [2] +3. Total Ranks 112. PP Spent: 28 [b][u]FEATS[/u][/b] Attack Specialization (thrown device), Benefit 5 (contacts with 2nd and 3rd tier heroes), Well-Informed. PP Spent: 7 [b][u]COMBAT ATTRIBUTES[/u][/b] Attack Bonus [ATK]: +3 Damage [DMG]: +1 (unarmed strike) Attack Bonus [ATK]: +5 Damage [REF]: +10/6/5 (thrown device - snare) Defense [DEF]: +15 Initiative [INIT]: +2 PP Spent: 36 [b][u]POWERS[/u][/b] DEVICE 5 [Technological; Snare 10 (Extra: Affects Incorporeal (+1), Flaw: Unreliable – Limited to 5 Uses (-1)); Power Feats: Alt Powers: Create Object 6 (Extra: Action – Continuous (+1); Flaw: Limited to 5 Uses (-1)), Snare 5 (Extras: Affects Incorporeal (+1), Area Burst (+1)), Snare 6 (Extra: Affects Incorporeal; Power Feat: Ricochet 2), Snare 9 (Extras: Area Burst (+1); Flaw: Action – Full Round (-1); Power Feat: Triggered), Snare 4 (Extras: Affects Incorporeal, Blocks Sense - Vision, Hearing (+2))]. 25pp. ESP 2 [Vision Only]. 4pp. INSUBSTANTIAL 4 [Extra: Action – Reactive (+1); Flaw: Tiring (-1)]. 20pp. SUPER-MOVEMENT 2 [Wall Crawling]. 2pp. SUPER-SENSES 4 [Danger Sense (Mental), Precognition (Flaw: Uncontrollable)]. 4pp. PP Spent: 55 [b][u]ATTACKS & EFFECTS[/u][/b] Unarmed Strike (Melee): +3 atk, Toughness Save DC 16. Snare (Ranged) +5 atk, Reflex Save DC 20 Snare (Ranged) +5 atk, Reflex Save DC 15 (burst) Snare (Ranged) +5 atk, Reflex Save DC 16 (ricochet) Snare (Ranged) +5 atk, Reflex Save DC 14 (blocks senses) Note: The Entrapper uses the Defense/Toughness trade-off [+15/+5]. [b][u]DRAWBACKS[/u][/b] Drawbacks: Mental Powers have visible effects (-0 pp) (too minor to be worth anything) [b][u]COMPLICATIONS[/u][/b] 1. The Foundery comes looking for the Trapper's technology 2. Old friends/enemies from when he was the Seer 3. Old enemies/allies of the Trapper 4. Can't remove the black suit (is concerned it's 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) QUIRKS [sblock] 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 would be 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. Has made several members of his old teammates swear to "take him out" if the suit makes him into a crazy villain. (Stunner has taken to greeting him with the breakfast table with a (discharged) gun and asking him whether he "has turned to the dark side yet") Undervalues non-super-power related abilities (including his own). Media phobic. [/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 first Stunner's Stun-bombs. Arc 2 - Teenage Years ("The Seer Comith") As a teenager began to have strange precognitive flashes. Hid his powers and began to engage in an "intensive physical regime" to prepare himself for a crimefighting career (or what a teenager thinks would be an intensive regime). Though he developed a few minor abilities (very short range ESP, a weak danger sense) his powers never seemed to develop or stabilize. Still at the age of 17, with no sign of his abilities improving or stabilizing he became fearful that he would loose his chance and pushed on. Donning a costume featuring a big eye on his chest, a trench coat, a fedora and a bandanna he become "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 and propensity to hyperbole his career was checkered from the beginning. *He was shot and seriously injured during his second adventure. *He was technically a 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. *Was taken hostage during a bank robbery he foresaw. *He didn't foresee anything about the the 1993 invasion and was away on a school trip; wasn't able to get back from a school trip to the Florida everglades until it was over. Both his parents were injured during the attack though, and retired with medical benefits. Distracted and more convinced than ever that he was needed Alex grew distant from them. His grades in high-school were poor, and after he graduated (a year late due to the invasion) he put off going to college to try to focus on becoming a better super-hero. Arc 3 - Early Twenties (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 who formed in the aftermath of the Terminus Invasion. 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 (the son of the original super-criminal whose mind-bombs caused Alex's powers to trigger), Mr. and Miss Mezmer, the Great Brain and Phantasia. They enjoyed moderate success foiling a number of conflicts between organized crime families, managing to hold off the Psions during an abortive attempt to steal the a powerful alien psycho-crystal and stopping several mental foes (including the Illusionist and the Psychonaughts). During that time he started work as a Math teacher at an inner city school; while he was only supposed to be an assistant teacher the schools budget, needs and the low caliber of the teacher he was working for meant that he was effectively responsible for an entire room full of kids. Unfocused and frequently exhausted he tried his best but had trouble reaching his students in a meaningful way. He became withdrawn and further estranged from his family and people around him. This only drove him to try to succeed harder at his "real mission". In the late 90s a villain called the Strangler appeared. Initially the Strangler appeared to be little more than a mugger with a penchant for killing. Preying primarily on the poor; he always killed his victims, while he was initially believed to use some sort of rope he was actually using flexible tentacles and constricting attacks. The initial attacks occurred near an area the Seer originally identified as "needing protection" when he started his career and attracted his attention. The Strangler's campaign of terror lasted intermittently almost half a year; as an extremely mundane villain, 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, concluded 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, the Red Fist, track down and capture the Strangler. His participation was never published in the news (the closest was a blurb in the Herald that the Red Fist was "accompanied by several concerned individuals from the hero community") and he returned the detection-device to the safe deposit box when completed. Arc 4 - Late Twenties ("The End of a Hero & Epilogue") The Mentalists broke up in the summer of 2002. While their first two adventures (vs. The Illusionist and the Psychonaughts) were a successful the third (vs. a mob gang with a bunch of robots) ended in a tragic disaster. The Great Brain was killed, the Stunner crippled and the Mezmers retired. Phantasia pushed to join or start another group but Alex, frustrated with the (lack of) 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. Alex, sold, or gave away most of his memorabilia (including a treasured piece of Centurion memorabilia to Century Girl). He went to community college and completed a degree in education in 2005. Except for getting together with the Stunner for beers once every few weeks his hero life disappeared. Precognitive visions were called into the local police. Almost a year ago a "psychologist" approached Alex though an old number he kept for contacting the Seer and inquired about getting his help. The psychologist claimed he was writing a book on "super-humans creating their own morality". This psychologist indicated that he had trouble getting an interview with the Trapper and wondered if Alex, the last person to have visited the Trapper in prison, would help him out. Alex agreed visited the trapper with a set of prepared questions. He found the old man's company enjoyable they shared a couple of hobbies (playing the harmonica, scrabble). Alex's genuine love for stories about the "old days" and the trapper's keen memory for details and elaborate schemes meshed well together. The Trapper shared a lot of his opinionsincluding his obsession with "difference" and how it affected people. Alex was enjoying the sessions so much that he began to put off writing up their conversations and reporting to the psychologist, eventually meeting the Trapper dozens of times and dragging the process out for almost a year. They talked in exhaustive detail about all the Trapper's old capers, why the Trapper ultimately gave himself up, who he was concerned was after his technology (he alluded vaguely to an organization he called the "forge" and implied was related in some fashion to Daedalus but refused to discuss the matterfurther) and, especially, the Strangler. The Trapper implied in what would be their last conversation he knew that Alex didn't tell anyone about the goo-detection gadget and returned it to the safe deposit box before launching into a rambling discourse on morality, technology and the danger of too much knowledge. Arc 5 - Rebirth Returning home one night Alex a sudden vision of the psychologist taking the notes and killing him with burning hands. He immediately destroyed all the materials and notes from his session with the trapper. No sooner had he finished than Alex's scrabble set flipped over and spelled out "There is something different in the bank". Shocked and desperate Alex managed to crawl out his window moments before the "psychologist" showed up with several robotic guards in tow. No sooner had he made it to the street he had recurring images of the "psychologist" killing him over and over again. No matter where he went, he seemed to be fated to die (often dooming whoever he went to). In a panic Alex ran to the bank. Alex managed to get to the bank, present the original deposit slip from the Trapper and pull out a large duffel back from the safe deposit box. Glancing inside he saw a black body suit and an assortment of gear. No sooner had he turned around than he saw the psychologist coming into the room. In a panic he grabbed the suit and it it immediately enveloped him and then phased him (but not his clothing) as an energy blast shot through his chest. Toting the bag around and immune to the psychologist's attacks he managed to escape into the night. After hiding out for a few days (and not seeing any more powerful visions) he hid out on the Stunner's couch (and the relative safety of his decent security system) while he figured out his next move. The trapper had apparently passed away in jail, preventing him from following up with the old man. The black body suit seems to be bonded to his skin and can't be removed (parts of it can be partially phased though, allowing eating, etc.). Other than the suit all of the high-tech gear is in the form of grenades and bombs of various sorts. Several larger pieces of equipment (currently set up at the Stunners) allow him to refill or create the bombs and disks he has. He has (mostly) figured out how to operate the refillers but doesn't really know how it any of it works. He's thrilled to be a hero, but concerned there are things going on that he doesn't understand. [/sblock] [/QUOTE]
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