May. 15th, 2009

Gaffer

May. 15th, 2009 05:18 pm
ngm_mojoverse: (Civilian Gaffer)
Gaffer's action costume
Real Name: Gaffer
Alias: Ruby Abernethy
Group Affiliation: MADCAP
Appearance: Out of costume, Ruby Abernethy is a beautiful young Irishwoman with red hair and green eyes. Her smile can light up a room, but in her eyes there’s always a hint of darkness to counteract it.

Personality: Gaffer has a rather childlike personality. She really enjoys using her powers,
destroying things, and making people look useless and stupid in the face of her team's strength. However, she’s not especially vicious; she has more of a childish callousness stemming from self-centeredness and a satisfaction in winning than true ruthlessness or cruelty. She really doesn’t understand much beyond fighting, winning, and her fanatical loyalty to Mojo III.

Since her awakening under Spiral's care, Gaffer has seen broadcasts of people who have fought with far more power and resistance than warranted under the magnificent rule of Mojo III. She’s very puzzled by them, but doesn’t really take any of them or any enemy seriously until they defeat her in single combat. She’s also developed a strong curiosity about the new world her team is in; she may divert from a battle to investigate something new and unusual.

Gaffer has a child’s ambivalence toward romance, and doesn’t understand human sexuality or other “adult” matters. Handsome heroes may receive a few compliments, but she has no compulsion to take a mate... yet.

Powers: Gaffer has one power to cover a broad spectrum of interference by individuals. She is capable of removing superhuman powers she observes by creating a self-perpetuating energy "block" in her victim's system that prevents bio-genetic power from properly traveling from their starting point to the rest of their system. This power block lasts only as long as Gaffer concentrates to maintain it. She can only concentrate on one task at a time, so she can only nullify one person's powers at a time. Her target needs to be within ten feet and in her line of sight.

Skills: Deduction, Persuasion, Concealment, Interrogation, Shadowing, Stealth, Tactics, Teamwork

Disadvantages: Watched by Mojo and Spiral, Psychological Limitation: Curious About The World, Psychological Limitation: Anxious To Please Mojo, Social Limitation: Subject To Orders, Social Limitation: Secret Identity (Ruby Abernethy)
ngm_mojoverse: (Civilian Propsmaster)
Propsmaster's action costume
Real Name: Propsmaster
Alias: Josef Guttmann
Group Affiliation: MADCAP
Appearance: In his Josef Guttmann identity, Propsmaster is 6’1” tall, 215 pounds, with mid-length dark brown hair, dark brown eyes and a handsome, clean-shaven face. He usually dresses in exquisitely-tailored clothes and has an athletic build. He has a deep voice, with a bit of gravelly edge, and is normally soft-spoken.

Personality: Initially Propsmaster was a reluctant servant, with an eye out for a way to escape Mojo III’s clutches — but he soon realized how stupid that was. As one of the Mojo’s chief operatives, he had more riches, luxuries, power, and security than ever before, and it would be foolish to give it up just for the sake of personal freedom. Over the seasons he’s gone from being a malcontent to one of Mojo’s most loyal followers.

Propsmaster suits Mojo’s schemes well not only because of his ability to invent, but because he’s completely amoral. All he cares about is serving Mojo and himself, in that order. If necessary, he’ll steal, kill, commit mass murder, or do whatever else he has to — or wants to, just for fun. He is utterly without conscience or scruples.

Powers: Propsmaster was always tough — his genetic line contains a long line of stuntmen, thinkers, and soldiers... and Spiral's tinkerings made him even tougher. He has a weakness that he does not talk about: he’s especially vulnerable to poisons and toxins (including alcohol). He’s tried numerous times to get rid of this handicap, but always fails.

Propsmaster carries enhanced or experimental versions of several weapons of his own design. For example, his sonic rifle has standard, lethal, and stunning modes, and anyone who can resist it probably can’t withstand his neural interference pistol. As a last resort, he’s got his fang dagger.

Propsmaster likes to find cover and wait for an opponent to come to him. He often holds his action
so he can help out teammates in need. He prefers to snipe at opponents rather than to charge recklessly into the fray.

Gadgets:
MSX-A1 Sonic Rifle: 2 clips of 32 Charges; Standard Setting: Armor-piercing Energy Blast; Lethal Setting: armor-piercing concussive shots; “Disorientator” Setting: flash noise blast (defense is solid ear coverings, sonic defense, target covers his ears, or target is deaf); Gun Butt/Club

MPDX-A1 Neural Interference Pistol: drain agility and makes it hard to think straight with 2 minutes of effect

Enhanced Fang Dagger: Armor Piercing and made from metals only found on Mojoworld

Corrosive Gas Pellets: (the defense is a Force Field/Force Wall), does physical damage, area of effect is 10' diameter, 8 Charges

Knockout Smoke Generator: darkness to sight, 15' radius; located in armband, no range, 4 Charges lasting 1 hour each , made so Propsmaster has personal immunity

Enhanced Flexible Armor: needs to be activated to be deployed on his body

Elite Helmet: armor; communications system: for sight, hearing and radio communications; nightvision system; acoustic shielding; flash shielding; oxygen supply: self-contained breathing; hearing enhancers; telescopic faceplate

Special MFL-5 Jetpack: Flight 90 mph maximum

Skills: Acting; Bureaucratics; Computer Programming; Combat Driving; Conversation; Deduction; Disguise; Electronics; Fast Draw (Small Arms); High Society; Area Knowledge: Princeton, New Jersey; Area Knowledge: Buenos Aires, Argentina; Knowledge Skill: The Military/Mercenary/Terrorist World; Knowledge Skill: The Superhero World; Paramedics; Persuasion; Security Systems; Stealth; Systems Operation; Tactics; Teamwork; Language: Cadre (fluent conversation); Language: Spanish (fluent conversation); Tactics; Teamwork; Transportation Familiarity: Common Four-Wheeled Motorized Ground Vehicles, Jetpacks; Weapons Familiarity: Small Arms, Blades

Disadvantages: Watched by Mojo and Spiral, Psychological Limitation: Completely Loyal To Mojo III, Psychological Limitation: Utterly Amoral, Social Limitation: Secret Identity (Josef Guttman), Vulnerability: Double the Effect from Poisons/Toxins

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