Really Strong Seeming Superheroes who are Really Chump Change
1. War Machine
War Machine is a guy in a high end power armor suit festooned with mundane weapons. While able to match Iron Man in armor and mobility, War Machine eschews the repulsor blasters and instead uses mundane hardware. In the CE, War Machine is a guy in a power armor suit using retro-tech weapons. As energy weapons are higher maintenance than conventional firearms, War Machine is closer to a wastelander warlord decked out in guns because half of his gear can't be fixed, or has depleted power cells.
Caught up in a teleportation test failure, the Doorman is able to create short range gates, using his own body as the gateway. While useful, this power is severely limited by the fact that the longer the distance of the gate, the greater the strain is on him. More than a few feet gated is enough to knock him unconscious, and a gate that is more than a few dozen feet would easily kill him. Teleportation doesn't come cheap.
Dazzler is the code name given to a high chaotic parapsychic caught in a permanent burn state. Formerly a musician and performance artist, she has turned into a human sized psionic emitter. She generates pulsing waves of energy that can only be codified in arcanotech terms.
Thermal lances - deals damage as is exposed to a cutting torch of thermal lance
Corrosive lances - major acid damage
Electric lance - subjected to high tension power line electrical current
Radioactive lance - exposed to lethal radiation, plus thermal burns
Transmogrification lance - randomly turned into another material, carbon is frequently changed to silicon, ala petrification
Mind Control/Insanity lance - deals sanity damage, cue loud classical music, and the Ludovico technique. Bezoomy!!!
Teleportation lance - punched through the angles of space, unless protected by a magnetic field, object is thrown 1D100 decameters away. Google that shit bitches. Use artillery scatter chart for direction.
4. Mr Immortal
Immortality isn't all that keen for the self proclaimed Mr Immortal. Despite his best efforts, and after almost 2 centuries, he is still alive, and physiologically 23 years old. One of the earliest victims of a DFE, Mr Immortal has undergone countless tests and examinations to discover the means of his immortality. For the first few decades it was amusing, that he could survive being killed over and over. After the first century, the novelty had worn off, everyone he knew growing up was dead, he was still 23, and he had experienced things as horrible as being eaten alive, incineration, and even being splattered after a six mile free fall from orbit. After 15 decades, Mr Immortal became suicidal, and has been dismembered as per his wishes, and left in a catatonic state.
Terms used in conjunction with Homo Xenus
Chimp - insult, lower than homo sapiens, one ruled by base biological desire, one lacking courage, intelligence, or the sophistication expected of Xenus society. Simian terms are also used as racial slurs against homo sapiens.
Codex - term used to refer to an individual's genes, a representation of self, and their potential. Insulting a codex is grounds for a challenge, such as asking if the codex was known to be damaged before production, or if it was discovered afterwards? Genetic hubris.
Frag - insult, incomplete as a fragment, one who has failed in their given role. To frag - to fail. Fragger - one who failed. Fragged - broken or otherwise compromised. Fragman, a person who only knows misery and failure.
Freeborn - a human born through normal sexual reproduction, technically used as an insult towards Homo Sapiens and Homo Novus augments. Also known as fuckborn, lowborn, and genesludgers.
Game of Challenge - a game of challenge is any sort of game fought out between two or more interests that lacks an outside reward such as rank points, settling of grievances, promotions, and so forth. These are a step above training matches, and typically done in a friendly manner.
Game of Grievance
- rather than resorting to physical violence, emotional outbursts or
otherwise disruptive behavior when there is a problem, homo xenus is
conditioned to handle interpersonal disputes through the use of CogNet
dueling and 'card battle games'. This allows hostility to be defused,
teaches each member to be as prepared as possible, and that those who
cannot win fights shouldn't start them.
Game of Raiding - While materialism is seen as not just a hallmark of the Petroleum Era, but of Homo Sapiens in its entirety, homo xenus has a completely different approach. When a resource is in contention between two factions, such as two sibcos fighting over the better bunk facility, they will resort to games of raiding. These simulated battles home martial and tactical skills without inflicting actual casualties or injuries, and are played out in virtual environments. They are similar to the FPS melees that are currently popular in console games.
Geneseed - a sample of a xenus' genetic code, in the context of being used to create a new sibco of homo xenus. Also a reference to genetic legacy, and the asexual reproductive process.
Loot - anything gained from the defeat of a foe, agreed to before the start of a game, or the commencement of a physical competition. Colloquially translates to 'that which is desireable' or 'the spoils of conflict'
Sibco - sibling company. Rather than solo, homo xenus is born and raised in batches or companies. These are treated as siblings and are the only family connection the species demonstrates.
Trial of Position - Where disputes are settled with virtual games, promotions and evaluations are handled through holosim situations. In a trial of position, the challenger seeks to raise their level within the homo xenus society. The 'defender' is a teacher or other administrator, and typically has the upper hand, so that an aspiring xenus cannot simply win through dull brute force, and must be cunning and clever instead.
Trueborn - a human born through computer engineering and genetic manipulation of donor genetic material, this term can be applied to homo novus engineered from birth, and automatically applies to all homo xenus members.Go to Comment
An much more extreme modification, the Morzh mod demonstrates the extent to which the Neo-Soviets have mastered genertic engineering. The morzh phenoclade from the waist up is predominantly human, even if the features are blunt and crude looking. From the waist down, the morzh has more in common with marine mammals than with humans. The legs are fused together into a tail, and the feet are spread out into a tail fin, giving them strength and control moving around underwater. Unlike the rusalka, the morzh mod is designed for deep sea operations, and spending extended amounts of time underwater. Where the Rusalka cannot go much further than 200 meters, a morzh can free dive as deep as 1000 meters, and can do so in freezing temperature water.
There are several hundred Eurasian morzh, but they are all located in arctic seacologies or deep sea operations. In these locations they operate and inspect underwater listening and snooping equipment, spy on ACPS and Coalition underwater facilities, and salvage/loot underwater wrecks.Go to Comment