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Halt Evil Doer! thread IV - (Zombies!)

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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Libra » Sat May 19, 2012 1:55 pm

Thanks for the bit about the family health, Libra. Everything is okay for now.


That's good to know, Old Fellow - by the way, I trust that all of you other contributors and readers are doing well; I would hate to imagine any of the old gang as being in distress.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Charles Phipps » Sat May 19, 2012 3:53 pm

The Fall of the International Crime League

The International Crime League has always been the big bad in organized crime. The honorless international corporation-style setup gobbled up smaller syndicates one by one, always preying on the weak and compromising bosses with promises of greater payoffs and bigger weaponry. Even stable governments learned to fear its power due to its willingness to flought the law and kill anyone who stood in its way.
Which made its collapse inevitable.

Ganglord Gorilla, in a way, was responsible for the organization's collapse. He was never popular with the other executives to begin with. While terrifying to outsiders, most of the Old School Mobsters considered him a freak of nature. There was also the fact that Ganglord Gorilla tended to act like he was their superior, whiich he was but no Boss actually enjoys admitting that. Despite that, he managed to whether several dozen coup attempts from the eighties. Yes, you read that right, several dozen. This is, after all, organized crime and not the Girl Scouts.

In a way, the International Crime League was a victim of its own success. The Patriots, Tomorrow Society, and Foundation for World Harmony couldn't stem the growth of the organization. As a result, many of the under bosses found the mafias and groups under their control more powerful than they'd ever been before. Noticing that Ganglord Gorilla couldn't directly supervise the massive criminal enterprises it used to, these various groups revolted and more or less dared the boss to fight back.

The Lilly, Gorilla's son, made a play for the American International Crime League while several other groups made their own plays. Ganglord Gorilla retalliated brutally but a simultaneous heart condition crippled him for the better part of three months. Hundreds of hoods ended up across dozens of cities but the ability to consolidate became a thing of the past. Dame Michelle Holmes worked with The Gentleman in an unusual alliance to make sure that none of the surviving bosses had any desire to reunite the society.

The biggest winner of the conflict is undoubtedly The Magi which is more powerful than its ever been and larger than the Mafia. It was hardly the only winner, however, including the Ronin in Japan and Brotherhood in Russia. The House of Serpents under Jack Washington III got in on the subject with The Coil, a group which distributes prescription drugs and arms from SpartaCorp as part of Jack's attempt to make America more pliable to his will.

The original International Crime League is still existing as a remnant under Ganglord Gorilla but he's a remnant of his former self. It is jokingly referred to as the National Crime League, a name which is starting to stick as people don't realize it's meant to be an insult. The Boston Syndicate under the Gentleman also now controls much of the smuggling going in out of the East Coast of the United States.

The Black Dragons are actually suffering a similar problem now. It's criminal element is starting to move away from its terrorist element as the two sides have fundamentally different goals. The Ninja secret death killers want to serve the Iron Khan's evil agenda of world-domination while the Faux Triads and Yakuza want to make money.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Libra » Sat May 19, 2012 4:11 pm

Doubtless Law Enforcement and Black-Wings International are licking their lips at the prospect of a series of opportunities to prove why Crime really, REALLY doesn't pay in the long run when you aren't working as part of a super-team of the very worst criminal corporations.

By the way, I'm in the process of finalising the first part of a write-up depicting a team of Heroes from way back in the '80s with a focus on Otherworld - who haven't quite shaken the habit of keeping Our World and The Other World from tearing into each other even in the present day.

Hopefully this will be first of a pair of write-ups concerning Otherworld (the first depicting Heroes from Our World who helped save Otherworld, at least from one threat, in the '80s and the second dealing with a group of Otherworldly Exiles removed to Our World by the Dark Undermaster in the '90s for being too d--- family friendly - and, incidentally, for spearheading resistance to his newly-imposed domination).

More anon and until then stay well!
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The Adolescent '80s Heroes of Otherworld!

Postby Libra » Sun May 20, 2012 1:50 pm

Long ago, when the Silver Age of Superheroes was young, a band of youths was carried off from Our World into Otherworld and found themselves confronted by a small, peculiar-looking and enormously-powerful creature who declared that as they had been trapped in this strange, perilous place thanks to the efforts of a local evildoer (whose every action had shaken the foundations of the Realms so severely and so often that those foundations were beginning to crack and threaten to bring the border between the Twin Worlds crashing down with them) it was therefore now their job to play Hero and chase down this inhumanly-powerful malefactor, then do what came naturally to Heroes when confronted by villains.

The band of youths in question, being innocents to a man and more than half-convinced that they were imagining all this (not to mention RPG geeks of the first water), proclaimed their willingness to go with the flow and chase down, then deal with this malefactor with one voice (and only small-to-medium misgivings) - well, except for the one which dared ask why the heck any of this was any business of theirs, as well as inquire as to whether or not there was another (or ANY other) way to get out of Otherworld, not to mention demanding to know why the mysterious individual offering them this nightmarish job was SMILING while discussing the very real possibility of a pan-dimensional collapse.

After this not-quite dissenting voice was resoundingly ignored, with everyone being obliged to favour escape via Heroic Labours, the gang asked for the name of this budding Dark Lord to whom they would now be as a nemesis - their newfound guide replied that the villain had been too cunning to keep his own name and had taken to himself a title, a self-proclaimed title which would soon resound throughout Otherworld and might ring the death-knell of All Creation.

The title this budding tyrant of Otherworld had chosen to make infamous?

The Dungeon Wizard!

With this awful title ringing in their ears (well, more sinking in amidst a certain amount of bemusement), some rather inadequate new clothes on their backs and a generous minimum of survival gear in their packs thanks to the best wishes of the self-proclaimed 'DM' (who still wouldn't stop SMILING), amid rather panicked warnings of impending doom from their most doubting colleague (who might be going along with his friends for now - and forever, even if he'd never admit that - as a show of solidarity, but would be hanged if he'd risk his precious hide TOO much!) the Dungeon Warriors/Dice Champions/Dragon Runners/Cool Group Name to be determined at a later date* set off to become legends.

*It was, in the end, but only after what might be called either a long-running and cheerful debate or a running joke between.


Some little subjective while later (which seemed a lifetime, but thankfully wasn't quite that bad) they were knee-deep in trouble and perilously close to doom, mostly because they were a bunch of Americans schoolkids aged between eight to fifteen years old, trying to play Dungeons and Dragons PCs for KEEPS and enjoying exactly the results you might expect. Launching themselves at a local Dark Lord under such circumstances would have probably proven suicidal (and certainly would have had they listened to the enthusiastic advice and directions of their self-proclaimed 'DM') if it hadn't been for the intervention of Androcles, who provided more help in a matter of moments than the former had in all the time they'd known him.

Given that 'DM' was swiftly unmasked as a giggling Mr Hoppy, this should be unsurprising.

In the aftermath of this revalation a number of other Home Truths were revealed - that the Dungeon Wizard was in fact a rather tragic young man who'd been left so disappointed by the sorry sort of life he lead that he'd become obsessed to the point of making a very bad decision with the idea of turning Reality into something more like the Fantasy he so loved. That this Bad Decision in question revolved around making a deal with Mr. Hoppy should come as no surprise:- in brief, The Dungeon Wizard had dealt for the power to make Reality (or at least the portion of it within a generously defined vicinity of his person) conform to his idea of how it should be, in exchange for a party of sacrificial lambs - to whit the newly-minted PCs, the only people the Dungeon Wizard knew well enough to resent* - who would be toyed with at Mr. Hoppy's whim to a point far short of death (The Dungeon Wizard's only qualification to Mr. Hoppy's playtime).

So far, so Faustian.

*It's a long story, but boiled down The Dungeon Wizard didn't do socialisation and had therefore been relegated to the fringes of the school pecking order, then been horrified when he ran into those others who'd set up shop there - the future Fellowship - and realised that they had a hard time putting up with his rather unpleasant manner too, no matter how hard they tried.

It's bad enough being called 'anti-social weirdo' when it's only other people throwing the word around - when the word starts worming it's way into your own self-image things are well on their way to becoming soul-destroying.


It was only after The Deal that things took an unexpected turn for the worse - the Dungeon Wizard, being naturally just a little guilt-ridden over placing the closest thing to friends he'd ever made into the clutches of an Omnipotent Evil Bunny, had decided to tail that smalltown DnD gang and see just what the Lapin Lucifer had in mind for the gang.

As it turned out the revalation that Mr. Hoppy had decided to try his hand-paw at being the ULTIMATE Untrustworthy DM, while playing with the lives of unsuspecting DnD dudes and dudettes made less of an impact on the Dungeon Wizard than the discovery that there was an entire DIMENSION to play DnD with - and while this admittedly doesn't sound very alarming, consider that what DnD players do best is loot, hack, slash and worst of all munchkin their way through anything they happen to meet.

Now imagine what REAL PEOPLE will now suffer as a result of the Dungeon Wizard's idea of a good time and try not to shudder. Another cheering thought; now imagine that the person doing this is a reality warper from Our World (where Reality can generally put up a fight) let loose in a World where Reality tends to lie back and let the powerful make of it what they will - and now consider that you can use the power of Otherworld to twist Our World if you're crazy enough.

How crazy? Let me put it this way, the Dark Undermaster and every Dark Lord in living memory (which in Otherworld recalls a long span of years, given the ample number of immortals, unliving or otherwise) has flinched from trying to do something that crazy - put bluntly, even Count Reich declines to give it a try when he gets the opportunity (mostly because Okrus ordered him not to, admittedly, but he still thought twice about it even before Evil Lord Hornhead showed up).

To cut a long infodump short, The Dungeon Wizard was not merely threatening to play wanton games with the lives of very real men, women and children, he was threatening to twist Creation to suit his own selfish whims or just shatter it BY ACCIDENT in the process; worst of all every attempt to stop him had resulted in the deaths of the Heroes (and even a few villains) who'd tried, because Otherworlders simply could not comprehend the strange rules under which this Dungeon Wizard wrought his havoc or adapt to them quickly enough to survive his attacks when he appeared.

It was at this point that Mr. Hoppy jumped in to point out that his latest playthings could do just that; Androcles retorted that these youths had, in fact, never been his in the first place, still less his to play with and would he please hop off while Androcles sought to extract them from their predicament?

No, cried the mad, bad bunny and furthermore if Androcles so much as twisked a whisker in mild reproof he'd set Red Tape to work on anyone and anything in the vicinity capable of comprehending what the words lawsuit meant, then play with the mortals to destruction while some celestial bureacrat tried to cut through the technicalities and stop him - unless, of course, the gamers were willing to risk a little wager: if they could bring the Dungeon Wizard to heel, HE would call Red Tape to heel, then let the geeks go free and clear.

Androcles, deaf to threats but able to spot a Call to Adventure when he heard one, was less than surprised (but as inspired as ever) when these young gentlepersons, strangers in a strange land and confronted by the most terrible peril imaginable, agreed to risk themselves in this noble, perilous endevour to help others.

Aware that they deserved - and desperately needed - all the help that he could give them to survive in the Other World in which they found themselves, Androcles guided the newly-minted heroes towards a very, very old friend and occasional colleague who was more than able to supply them with everything they would need for their Quest; as it turned out, in Otherworld Father Christmas comes along neither late nor early, but DOES have a useful habit of showing up precisely when he's needed (and it turns out that those jolly old elves in his employ craft tools for young heroes just as wonderful as the toys they make for good children).

Dressed appropriately, fully-equipped and well-advised for the first time in the duration of their sojourn in Otherworld, the newly-dubbed Fellowship of the Inklings set out to do several graphic novels worth of old-school Good; residents of The Other World tend to expect the unexpected, but even they probably couldn't have anticipated just how helpful these youngsters and their bizarre misidentifications would turn out to be.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby greycrusader » Mon May 21, 2012 7:37 am

Sadly, I could never quite get into the Dungeons and Dragons cartoon back in the day. Maybe because I found just far too childish given the adventures and characters my buddies and I experienced actually playing the game.

Nonetheless, nice bit of nostalgia without all the cheesey trappings of the inspiration. And always good to see your material, Libra.

All my best.

BTW: Late tonight (or tomorrow afternoon depending on my alertness level), I'll post the first of my two-part article about Rob Jack and Hannah Black, and their adventures in weird journalism.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Libra » Mon May 21, 2012 1:27 pm

Thank you for your kind words Grey Crusader - I eagerly await your own latest contribution. :D
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Phrozen » Mon May 21, 2012 6:08 pm

I believe that even the Dark Undermaster was slack jawed by the sheer vibe of uncreativity when it came to the Dungeon Wizard's name.

Though the four adventures made quite a name for themselves. Though best known for being fantasy adventurers , the foursome actually traveled the breadth of Otherworld as much as you possibly could. Encountering everything from Sci Fi Western, to Barbarianesque low fantasy, to gothic romantic fantasy, to the Journey's of Sinbad, to fantastic noir. When they actually had a little bit of time on HED! they submitted details on the various "realms" they had visited which were promptly adapted for play in the foursomes favorite gaming systems. It was sort of a positive feedback loop for Otherworld.

Father Christmas is a very powerful something, not fae or cosmic eternal, simply because well, he has a lot of belief. Powerful enough to deliver Orkus a piece of coal every December 25th and get away with it. Problem is that that belief also kind of shaped him. He didn't have a red nosed reindeer until the 1950s. Also, that investment and marketing idea he gave the Coca-Cola and Macys has paid a lot of dividends. Yes, Miracle on 34th St was based on real events in HED!
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Libra » Tue May 22, 2012 11:13 am

I believe that even the Dark Undermaster was slack jawed by the sheer vibe of uncreativity when it came to the Dungeon Wizard's name.


Interestingly The Dark Undermaster merely tended to absent-mindedly shake his head and mutter something to the effect of "Crude, just crude" whenever he got wind of whatever munchkin feat of power gaming his much younger peer was up to - the Dark Undermaster, being something of a gentleman-robber baron in his own mind at least has the courtesy to CHEAT when he wants to twist the rules to suit himself, rather than try and bully the arbitrator of reality into doing things his way.

He also tended to feel ... not quite fear, because if the Dark Undermaster had been the sort to let a teenage nerd on a power trip get to him just because the little freak happened to be Omnipotent, he wouldn't have had the cojones to trick, charm or just bully the Lords of Winter into accepting him as one of them (he liked to think of himself as first amongst equals, but it should be noted that many of them thought of him more as a court jester than as a headman), but certainly considerable reservations about being obliged to try and stop the little jerk.

After all, he had better things to do with his power than make Otherworld a better place - conquer it, for instance - therefore let the designated Heroes handle it BEFORE he did his best to implement his curiously-inevitable plan for a betrayal.

Though the four adventures made quite a name for themselves. Though best known for being fantasy adventurers , the foursome actually traveled the breadth of Otherworld as much as you possibly could. Encountering everything from Sci Fi Western, to Barbarianesque low fantasy, to gothic romantic fantasy, to the Journey's of Sinbad, to fantastic noir. When they actually had a little bit of time on HED! they submitted details on the various "realms" they had visited which were promptly adapted for play in the foursomes favorite gaming systems. It was sort of a positive feedback loop for Otherworld.


You've either been reading my mind or my working notes because in the next article I was actually going to drop 'subtle' hints that certain settings (to be named not at all, in case Lawyers are set on my heels to wreak a horrible vengeance on my finances!) released by a certain company after a certain date bore a suspicious resemblance to the Realms encountered by the Inklings as they traversed Otherworld (including, interestingly enough, a Mirror Realm generated by one of Dracula's earliest attempts to plumb the Other World his fellow students at the Scholomance talked so much about).

Father Christmas is a very powerful something, not fae or cosmic eternal, simply because well, he has a lot of belief. Powerful enough to deliver Orkus a piece of coal every December 25th and get away with it. Problem is that that belief also kind of shaped him. He didn't have a red nosed reindeer until the 1950s. Also, that investment and marketing idea he gave the Coca-Cola and Macys has paid a lot of dividends. Yes, Miracle on 34th St was based on real events in HED!


Interestingly Father Christmas is so powerful that even the massed belief of Western Civilisation cannot quite affect his person or personality, but it DOES have some amusing effects on what one might call his dependants and the environment within his immediate vicinity.

For this reason jingle bells, just-snowy-enough-to-be-charming white christmases and sundry peculiar phenomena attend him wherever he goes; amusingly Father Christmas takes about as much notice of this as Gandalf does those wonderful green smoke-rings of his.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Phrozen » Tue May 22, 2012 6:25 pm

Considering you are across the pond it would be hard to get your notes.

I just think that Otherworld has a lot of stuff in it. A huge chunk of ambient magic plus a pure psychic feed from the imaginations of humanity (or more). Its a place with a lot of different things in it. The Fae Courts rule a lot of it, if you can define a lot for something that has no real size but there are many places that have never seen a Fae at all.

Plus, you have to hit all the typical and most popular settings.

Also, I watched all of Firefly plus Serenity over the past week so yeah.....
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Charles Phipps » Tue May 22, 2012 7:52 pm

The Otherworld is simultaneously infinite and limited by dreams.

More parts are realer than others.

Parts can also be destroyed, which is a loss to all.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby greycrusader » Tue May 22, 2012 10:29 pm

First, a quick update to set the stage for Rob Jack and Hannah Sweet, the now husband and wife team who comprise Antiquity Investigations, the best (and only) Middle American detective agency specializing in weird mysteries!:

Rob Jack: The former companion to heroes, footloose adventurer, and full-time reporter, Rob Jack lost his staff job with The Paranormal World Explorer when the weird-journalism tabloid was forced to cut payroll in the midst of the economic downturn and a shrinking readership. At odds, Rob grudgingly agreed to a mundane clerk's job in his then-girlfriend's Timeles Trinkets and Gifts Shoppe, but soon proved so inept at a "straight" job and careless with the merchandise that Hannah Sweet was forced to fire him. Rob was overjoyed at being let go, and soon started several new ventures-freelancing for several Weird Journalism papers and websites, serving as an expert witness in metaman-related court cases, and (best of all) obtaining a private-dick's license and founding Antiquity Investigations. He actually wanted to call the offices Amazing (or perhaps Astounding) Investigations, but Hannah convinced Rob neither of those exactly sounded professional enough. So instead Mr. Jack took his inspiration from the nature of his paramour's small business, as Hannah traded largely in older or rare items (many of these curios were donated by Lady Grayhaven and the Pryde). Not one for anything remotely conventional, Rob takes on only cases which have unusual, oddball, or downright absurd elements, though a fair number of his investigations have uncovered fakery and hoaxes as well.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby greycrusader » Wed May 23, 2012 8:04 am

Blast!

I lost the entire Hannah Sweet/Big Answer I was editing into my last post when my computer "glitched" on me-and of course I didn't make a copy of the text before posting.

Some cursing and self-recrimination on my part for a half-hour of wasted effort followed immediately thereafter.

Time is rather tight today, so I'll rewrite up the Big Answer update tomorrow, since I have the ideas down pat. It's really just the backstory of how Hannah Black had to establish a new secret identity as Ellie-Hanna Sweet, proprietress of a gift shop.

All my best.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby Libra » Wed May 23, 2012 12:41 pm

Please accept my sympathies - I suspect that we've all lost posts to glitches in our time.

I certainly know that I have! :roll:
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby MightyDavidson » Wed May 23, 2012 12:55 pm

Libra wrote:Please accept my sympathies - I suspect that we've all lost posts to glitches in our time.

I certainly know that I have! :roll:


Likewise, it's really irritating when that happens. You have my sympathies too greycrusader.
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Re: Halt Evil Doer! thread IV - (The Magi - HED's Biggest Mob!)

Postby greycrusader » Wed May 23, 2012 10:21 pm

Helen Anna Sweet, the Big Answer (formerly Hannah Black): The Big Answer was publically unmasked as Hannah Black, cursed ex-game show co-host and aspiring P.R. exec, due to a convoluted plot between her two rival "suitors" Black Dragon and Deadstone (the Trickster-Ninja's even more insane counterpart). The spell which kept people from making the connection between Hannah and Big Answer was already strained, as physically changing from slender to super-sized whenever she correctly responded to commonplace questions did leave some impression on the people around her. But Big Answer and the Lakeland Liberators had too many enemies for Hannah to take the loss of her secret identity lightly. Most of the LL's foes would only cause embarassment or property damage if they attacked her friends and family, but a few like the Candy Czar were more serious, and Big Answer had picked up a few of the Pryde of Lions' enemies as well. Painful as it was to face, she needed a new identity and a new life.

Her friends in the Liberators weren't a great help in this regard, as they just didn't really have the necessary resources or powers. However, by this time the Big Anwer was an associate in good standing with Lady Grayhaven and the Pryde, so the ladies came through for her. Lady Grayhaven loaned her the funds to start the Timeless Trinkets and Gifts Shoppe, stocked with some of the Pryde's lesser finds. Ultramind II and Crimson Wing I established a paper trail and cyber-presence for her new persona. Angel Girl then escorted Big Answer to the 7th Heaven Orbital Headquarters of Divinos, where Mithran technology altered Hannah's facial features, hair, voice pitch, and fingerprints (Hannah's eyes remained the same, as a backup precaution in case her old identity ever had to be confirmed).

Her cosmetic alterations actually involved one of the wilder episodes of the female superhuman community of Heroic Earth. Most of the Pryde went along with Angel Girl and Big Answer, to help Hannah through the transition; Cosmic Kite-Girl and Kaye Nine were there as her friends as well. What started as female bonding turned into a super-spa-day, with the ladies helping Hannah try out all sorts of new looks, with Misty Weiss' spells and Mithran costume fabricators both contributing to their makeovers. Then the women started using Divinos' cadre of robotic duplicates as masseurs, and experimenting with extraterrestrial cosmetics and alien mud-packs and crystalline bath salts. Athena showed up out of the blue, made a pretense of chastising them for frivolity, then broke out a bottle of the finest ambrosia, kicking off a rowdier period of fun. There was a tense moment when Morwen appeared in a cloud of brimstome vapors, along with the villains Glamazon, Penny Painful, and Ironica (a badly flawed clone of Angel Girl), but the Bad Girls just wanted to join the party. The whole matter culminated in a night of club-hopping that transversed Heroic Earth and several other worlds, with a bevy of other superpowered women being picked up along the way. The partying sparked two long-term romances, thwarted a planned Tsavong invasion, inspired a coup against Deathmonger, and finished with the thorough stomping of about two dozen second-string supervillains.

Hannah made one last appearance as Big Answer, announcing her retirement at a press conference, where she stated she was going to disappear from public view. Her good friend Misty Weiss agreed to step in as temporary Lakeland Liberator until the team could get a permanent new member. A few months later, one of Misty's spell's "misfired" during a televised battle with the new Triple A-Gang, turning a "random bystander" into a slightly different version of the Big Answer. The "second" Big Answer soon joined the LL, of course, claiming she wanted to live up to the original's great legacy of heroism and nobility.

In her alias as Hidla-Anne Sweet, Hannah makes use of a mystic belt supplied by the Hierophant (in a role-reversal, the Pryde called in a favor from him), which partially checks Mr. Hoppy's curse. It cannot prevent her transformations, but by adjusting the belt's circumference Hidla-Anne can limit her girth increase and prevent her civilian clothes from changing into the Big Answer's costume. In her new identity, she ordinarily remains as a large (but not boteroesque huge) woman, avoiding the problem of suddenly blowing up from svelte to jumbo if she accidentally gave someone correct direction to the local coffee shop. Since Hilda-Anne only reverts back to her thin state if she is stumped by a question, her secret I.D. is usually safe. The Big Answer's whole schtick is being able to come up with the right, uh, answers, after all. Being vexed by a question alerts Hilda-Anne that she's probably dealing with someone who means trouble. Of course, this happened the first time she met up with Rob Jack.

And just like Hilda-Anne believed, this definitely meant trouble.

More on Rob Jack and Big Answer as the time and thoughts come to me.

All my best.
The Contingent: When all other super teams fail...
greycrusader
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