| Welcome to Colossal Heroes. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Volume 4: Factions | |
|---|---|
| Tweet Topic Started: Feb 18 2017, 08:32 AM (358 Views) | |
| Blur | Feb 18 2017, 08:32 AM Post #1 |
![]()
Mister Atrocious Dark Lord Admin, Sir
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
The Good The Archer For the first time in almost 30 years, the Archer and his network of heroes and operatives are based once again out of Colossal City. Of course, the Archer couldn’t be the same Archer as the one who operated in the twilight days of the Cold War—not unless some of the vague urban legends about his immortality are true. Either way, in addition to managing an international network of operatives, the Archer protects Colossal City from the shadows, little more than a legend or a ghost even to the average vigilante or criminal on the street. Since he prefers to let local heroes work in their own way, most vigilantes are unlikely to ever meet the legend unless they prove competent enough for recruitment or too dangerous to be left on the streets. FZI Security Guard - Generally retired police or military, an FZI Security Guard is well cared for and loyal. While it's still just a job for these men and women, you will never find an FZI guard asleep at his post. Firearms 1 | Unarmed Combat 1 | Blunts 2 | Perception 3 Paragon Foundation While the Archer fights the good fight from the shadows, the Paragon Foundation for the Preservation of Costumed Exceptionalism opens its doors wide to the public. And whatever the rumors about the Archer’s immortality, Hal Ryan—formerly the hero Paladin—has aged into a stately grace tinged by sorrow. A veteran of the world of heroes and villains since the first days of Colossus, Hal has paid for his convictions with the blood of more than one of his own children. In addition to providing educational resources to the public and working to improve relations between parahuman and human advocacy groups in the political arena, the Paragon Foundation provides more clandestine support for aspiring vigilantes, and is responsible for the global New Guardians infrastructure. Paragon Security Guard - With a very public history of attacks upon it's facilities, a Paragon Security Guard tends to be a little more savvy than your average rent-a-cop. Most know their way around powered people, and you can generally count on a ParSec officer for more than directions to the nearest restroom. Firearms 1 | Unarmed Combat 1 | Blunts 2 | Perception 3 The Blackjacks - The Blackjacks - Named for Colossal's first hero, the Blackjacks take the theme a step further, titling their elite team of major response operatives after the suites of a playing card deck: Clubs, Diamonds, Hearts, and Spades, with a Joker filling out the score. Usually former special forces or heroes themselves, provide the punch required to handle more serious threats upon Paragon Foundation. Outside their power armor, they serve a key role in ensuring the confidentiality of Paragon's hero-facing presence and vetting would be allies. Firearms 3 | Unarmed Combat 2 | Perception 3 | Fortitude 2 - FZI Wolfhound Powersuit: A masterpiece of mechanical evolution, the Wolfhound combines advanced mobility with superhuman strength and protection. Somewhat bulky in appearance, the Wolfhound is formed of fitted black and silver plates over a flexible polymer underlay and is fitted with a full helmet complete with night and thermal vision capabilities. Using cutting-edge anti-grav technology the suit renders the wearer capable of low level flight, particularly useful in urban environments. With the application of Area Specific Influence (ASI) power systems, the trooper inside is capable of superhuman strength in short bursts. - Invulnerability 1 | Flight 1 | Strength 1 - FZI Shock Rifle: A privately produced cutting edge energy weapon, capable of firing both a short range concussive blast and longer range blast of focused electricity capable of either stunning, or if the need arises electrocuting an enemy. The electric blast is achieved by means of painting an ion patch nano seconds after the trigger is pulled and the electricity is released on target. - Electrical Damage 2 The Basilisk The enigmatic criminal organization known only as the Basilisk has operated throughout both Eastern and Western Europe for as long as anyone remembers. The Basilisk has weathered the storm of two World Wars and continued to operate unimpeded where other organizations found themselves locked on one side or other of the Iron Curtain. Recently, for reasons best known to the organization’s mysterious leader, the Basilisk has begun to take a certain interest in Colossal City, quietly moving operatives colorful and mundane to take over various operations in the vacuum left by the departure of Seven Wolves. Hobs - The rank and file of the Basilisk organization is the innocuously named Hob, almost invariably a thick-set man in a bowler hat and waistcoat. But you should not let their crusty old-world appearance fool you--they are highly trained, well-paid, and invariably competent. Firearms 1 | Unarmed Combat 1 | Blunts 2 | Blades 2 | Fortitude 2 | Driving 1 The Corrigans - Those who have survived the longest in the Basilisk's high-stakes game of international crime have risen in the rank to become known as Corrigans, named for the sinister and ubiquitous fairies of Breton legend. The Corrigan is well-trained and highly motivated, because no matter how scary the threat on front of them, they know that the really terrifying things lie at their backs. Firearms 3 | Unarmed Combat 2 | Blades 3 | Perception 2 | Fortitude 2 The Office Some people look at chaos and see the need for order. The Executive looks at the chaos of the Colossal City underworld and a sees a need for… bureaucracy. His identity conveniently lost in the ashes of the Cordon, the Executive is equal parts criminal mastermind and corporate schill. He sees an opportunity in The Seven Wolves’s absence to reorganize the criminal underworld along corporate lines. Hiding behind an impressive corporate machine and operating at arm’s length via a number of highly trained “Executive Assistants,” the Executive is both unscrupulous and untouchable. Temps - Investing in competent help takes a significant amount of time and expense, and the Executive came to tune up the city's underworld into a well-oiled team--not reinvent it altogether. As a result, the people brought on to do the heavy lifting tend to be more or less transient, unless one of them catches the eye of the Executive or one of his Assistants. Firearms 1 | Unarmed Combat 1 | Blunts 2 | Blades 2 | Fortitude 1 | Driving 1 Administrators - The administrators are the people put in charge of implementing and executing the will of their masters. Competent, though usually more or less uninspired, the Administrators fill the necessary evil that is middle-management. Firearms 3 | Unarmed Combat 2 | Blades 3 | Perception 2 | Fortitude 1 The Street Lords There was a time, before The Seven Wolves, when the Street Lords were known as the toughest street gang in the Patrick. Dividing their territory up into a number of fiefdoms based on a very loose understanding of the medieval feudal hierarchy, the Street Lords kept up the grand and colorful pretense during their heyday in the mid-to-late 00’s. The Seven Wolves is gone now and the Cordon is over, and there are plenty of kids from bad neighborhoods who remember the legend and who dream of once again reuniting the “Holy !@#$ Roamin’ Empire.” Of course, that’ll take the right kind of leader. Levies - These mooks are barely a level up from street thugs, armed only with bats, knives, tire irons, and a very poor grasp of the Middle Ages. Unarmed Combat 1 | Blunts 2 | Blades 2 | Fortitude 2 | Driving 1 Arbalists - More competent and more deadly than your average levies, the Arbalists get around the strict no-guns policy of the Street Lords through a variety of crossbows, some of them highly accurate hunting rigs, others cobbled together from a ludicrously unsafe collection of spare parts. Firearms 2 | Unarmed Combat 2 | Blunts 3 | Blades 2 | Fortitude 2 Men-at-arms - One the levies have done their work, the Street Lords send in the Men-at-arms. Armed with a relatively hodgepodge array of blunt instruments and actual swords, the Men-at-arms are both eclectic and deadly. Unarmed Combat 2 | Blunts 4 | Blades 3 | Fortitude 2 The Triads When the dark days of the Cordon came the Triads neither backed Wolfram nor submitted to the iron rule of The Seven Wolves. Instead, they did what they always did during hard times: they put their heads down and waited for order to inevitably reestablish itself. When it did, the Triads were back in business, operating as always out of a number of perfectly legitimate—if not perhaps a bit seedy—fronts in the Chinatown district of the city. Although they are not short on either manpower or infrastructure, the expansionist aspirations of some of the neighboring gangs and syndicates are already starting to crowd in on their territory. Blue Lanterns - The most basic level of Triad recruits. The Blue Lanterns are better fighters than your average street thugs, but they are not really equipped to deal with significant threats. They usually represent recent additions to the union of Earth, Sky, and Sea, many of them coming fresh from their initiation ritual--which incidentally includes a blood sacrifice. Unarmed Combat 3 | Blunts 2 | Blades 2 | Fortitude 1 49ers - The next level up from the Blue Lanterns, the 49ers are seasoned enforcers with significant martial arts training and enough time on the streets to know which way is up. They typically sport a dazzling array of blades and thrown weapons, and as they proved time and time again during the Cordon, they are more than capable of handling the worst that the city has to dish out. Throwing 2 | Unarmed Combat 2 | Blunts 1 | Blades 4 | Fortitude 2 | Perception 2 Red Pole - Red Poles are extremely well-trained bruisers, armed with a variety of chain weapons. The Red Poles enforce the will of their masters and keep the lower ranks in check. While the Red Poles typically lead squads of 49ers and Blue Lanterns, they can also be sent en masse whenever the terrible penalty for breaking faith with the Triad needs to be enforced. Throwing 2 | Unarmed Combat 2 | Blades 1 | Chains 4 | Fortitude 2 | Perception 2 Edited by Blur, Feb 20 2017, 02:41 PM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Organizations · Next Topic » |






![]](http://z4.ifrm.com/static/1/pip_r.png)



1:32 PM Jul 11