Our Charter
Hero Fireteams HQ is organized as a supergroup under the revised Paragon City charter, but we are different from most
supergroups. Our membership is diverse in powers, in security level, in patrolling patterns. What we share is a commitment
to the idea that small groups with good tactics can outperform large, less organized groups in most situations. Sure, once
in a while, a huge threat comes along, and one of the city's signature heroes must organize a Task Force. But for
day-to-day countering of evil, a fireteam of heroes is both more effective ((and more fun)) than a whole squad.
The defining vision of Hero Fireteams is that no matter how large our membership grows, we will prefer small teams (two to
four, or maybe five members), and we prefer some tactical sophistication in combat. We are interested in the unfolding
story of the salvation of Paragon City, and prefer well-defined missions to ad-hoc area patrols. The group exists
primarily as a clearinghouse for forming these small teams, a resource pool of other heroes who share the same beliefs and
whose suitability for small teams has been demonstrated.
Membership in Hero Fireteams is by invitation, and is generally extended to heroes who have engaged in at least a few
small team missions with existing members. Ideally, the prospective new member will have worked with more than one
distinct combination of other members, but this is not a requirement.
((If you play on Pinnacle and are looking for members for a small team, check to see if any of us are online. That's the whole reason the group exists!))
Member Profile: MonochromeStone
Real Name: Mark Modson
General Power Classification: Tanker (high damage)
Power Type: Invulnerability/Stone Melee
General Origin Classification: Mutant
Current Security Clearance: 15
Height: 6ft8in
Weight: a LOT
Hair: White
Eyes: Can't see behind them shades
Team Role(s): Tanker, Puller (taunt), Damage Dealer, Handling Bosses and Thick Armored Types (Freak Tankers etc.)
Strengths:
1. Auto-resistances to smashing/lethal attacks and energy/negative powers
2. Super Jump at 14 so sidekick-able to higher levels reasonably
3. High knockback, used judiciously, keeps villains off their feet
4. Taunt for pulling, and pulling nasties off glass jawed blaster friends.
5. Powerful stone melee attacks allow better damage dealing than most tankers
Weaknesses:
1. Slow recharging attacks
2. High endurance drain
3. Slow when SJ's off
4. Not able to take as much punishment as Rock Armor tankers
Other comments:
Working on gradual swich to DO enhancements. Might put off fitness one more time to get Build at 16.
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