Fear Factory
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Player: @Kliffoth
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Character Build
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Class Focus:
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Force
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Power Level:
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40
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Research & Development:
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Biographical Data
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Real Name:
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Bryan Kincade
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Known Aliases:
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Fear Factory
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Gender:
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Male
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Species:
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Human
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Ethnicity:
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Caucasian
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Place of Birth:
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Seattle, Washington area
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Base of Operations:
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Varied
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Relatives:
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Alive
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Characteristics
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Age:
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26
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Height:
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6'6, suited up
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Weight:
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320 lbs, suited up
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Eyes:
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Hidden
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Hair:
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Hidden
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Complexion:
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Hidden
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Physical Build:
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Presumed muscular
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Physical Features:
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Hidden
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Status
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Alignment:
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██
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██
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██
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██
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██
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██
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██
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██
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██
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Chaotic Evil
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Reputation:
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██
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██
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██
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██
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██
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██
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██
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██
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██
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Prominent
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Identity:
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Shhh.
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Years Active:
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Recent upstart.
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Citizenship:
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United States
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Occupation:
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...Crime?
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Education:
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Tradeschool
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Marital Status:
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Irrelevant
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Known Powers and Abilities
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Force, minimal magic
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Equipment and Paraphernalia
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So many toys
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Attributes
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Strength
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Endurance
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Agility
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Speed
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Fighting
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Projectiles
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Durability
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Resistance
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Intelligence
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Psyche
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Intuition
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Charisma
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ReldinBox Template
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Born and raised in the Seattle, Washington area, Bryan Kincade was a young irascible eking out a living as a self-employed mechanic and handyman. All things remarkable about him were reserved for his family. His parents, retired heroes; his siblings, actively pursuing productive lives with one developing a generic super strength mutation at an early age, and eventually going off to play hero. Bryan resented the superpowered community, and what he called the "meta-industrial complex." But he never acted out, just put his nose to the grindstone and went about his life.
Bryan's kinetic powers manifested late and quite aberrantly, instantly lapsing into full-blown insanity. At the time, he was harmless to others and kept heavily sedated, a threat only to himself. That is, until the madness itself transgressed into a wholly different persona. He escaped captivity to immediately put a chain of events in motion. Heroes would be dispatched against him only to be toppled; their equipment, the spoils of war. His force powers have thusly been augmented to instill lasting nerve damage and subconscious trauma to his opponents, should they survive, and cripple their ability to continue in their capacity as hero or villain. Conversely, for every target afflicted, and for every henchman brought under his reign, his powers grow. Only a sizeable, organized force will subdue him, so long as those ranks fail to provide raw material for the Fear Factory.
Armor
As a brief overview, the armor and accessories he wears are indeed an amalgam of the aforementioned "spoils of war." Odds and ends of tech focus and amplify his powers, armor plating providing outstanding maneuverability and resiliance; the works. Scant mystical pieces suggest some synergy with artifacts acquired thus far. With no external powersource to either aspect of the gear, it's safe to assume that his powers are what provide the "fuel."
- Helmet Enables remote transmission and control of targets already bent to his will. Enchantments as well as tech-based neural filters serve as a sturdy defense against most psionic attacks. The mask doesn't seem to serve much of a purpose beyond being awesome.
- Glowy Bits Chiefly responsible for the focus of his force attacks. The powers had emerged so violently in the past, that Bryan never had a chance to learn anything beyond passive suppression. Attempting to use said powers without the suit often results in a chain reaction of uncontrolled force explosions. While entertaining to observe, Bryan would rather rain destruction where it serves the most use.
- Neck Armor/Belt Aside from affording protection against untimely decapitation or gut-checks, these pieces serve as part of an energy feedback loop. Had he better understanding of the magical properties, he would be able to directly fuel his powers off the entropic remains of others' attacks, for example. Presently, they play role in one of his more...abstract abilities, to be explained in further detail.
Abilities
Coming soon.
Moonlighters
Bryan's alter-ego is that of a street-level hero. He makes a perfunctory attempt at hiding his appearance, though it's presumed that he's gone through some radical changes since his original break from captivity. His assumed name, complete with forged identity and public records, is Jack Calloway; no superheroic moniker yet. With odds and ends of tech, he's managed to suppress the magnitude of his powers without the suit. Naturally this means dispensing with the whup-ass level of damage he's capable of. Not to mention the added spiffs of lasting nerve damage, henchmen control, and so forth. Thusly diminished, he found a perfect home among the Moonlighters, a group of relatively low-powered heroes. The cover goes so far as to address lapses in activity or communication on his part. As for having to lay the smack down on gangs and thugs? He has no qualms. If nothing else, his perspective is broadened to greater understanding of both sides of the conflict.
As to his motivations, it's easy to say that he just wants the insider info. True enough. Though one can't help but observe a dramatic reduction in frenzied insanity as compared to his Fear Factory persona. This "Jack Calloway" will prove to be the quieter of the bunch, more observation, some action, and little in the way of words.
Fear Factory Incursions
Some time before the first big reveal in Millenium City, Fear Factory had freshly broken free of custody. Counterstrike was dispatched to put down and capture the rampaging meta, barely succeeding in doing so. In the course of the fight, CS took a direct hit from Fear Factory's nerve-debilitating force blast. Long-term effects, thus far, are minimal. Some time in transit, Fear Factory broke loose, subdued his metahuman watchdogs, and claimed his first assortment of gear. Those metahumans have since retired.
A group of superpowered thugs had begun raiding storage containers at the west side docks! A few tractor trailers had gotten away with the lion's share of stolen property, just before an emergency response team of heroes arrived to investigate. Members of the Siren Squad, Aegis of Justice, and unaffiliated elements immediately set to work, entangling the thugs in combat. Nightwave detached from the others, seeking to bring down the figure masterminding the operation.
Asmodeus, who represented a threat by undermining Fear Factory's influence over the cronies, was dealt with by Fear Factory's trademark debilitation. The others would duke it out the old-fashioned way, progressively whittling through the throngs of henchmen, while Fear Factory and Nightwave finally squared off. The battle was prolonged only by each combatant's considerable preparatory time, concluding with Fear Factory's destructive force cascade. His army in pieces, the surviving thugs scattered aimlessly from the battlefield, as yet uncaptured. The more eager heroes sought to bring down Fear Factory while the retreat was underway, facing the same consequences as Nightwave in the end.
The thugs that had been captured, free of Fear Factory's controlling influence, were reduced to hysterics; post-traumatic stress disorder of the highest degree. It's unclear, as of yet, whether or not they will yield usable information once recovered. Later checks on the shipment that had been liberated by the thugs would yield a bogus manifest of retail goods; the shipper and receiver details mired in third-party loopholes.
Fear Factory made his escape, and is presumed to strike again, after having replenished his thinned ranks.