Group Relations
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This is a hardened veteran team with years of experience working together. They
are well familiar with each others personalities, foibles, pet peeves, and hang
ups. Older and wiser, they generally find a way to avoid antagonizing each other
overly much and are comfortable enough with each other to not collide egos all the
time.
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Vesper is essentially the heart of the group, Fade provides the most drive and impetus
towards action, Bruiser the reliability and competence to get things done, and Tar
plays the conciliator when necessary keeping it all stuck together.
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Fade tends to be the most informed member of the group and serves as the "head";
even though Bruiser is quite a bit smarter than all of them put together he doesn't
have the inclination or skills to acquire the kind of intel Fade gets and generally
stays passive, speaking up only when he has a particular insight. In combat each
of the four tends to do their own thing without direction, but they are so practiced
at watching out for each other and knowing how each other perform that they function
like a well choreographed team.
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In combat the group is very unusual. As a group, they are very difficult to come
to grips with, having relatively high DCV's (particularly Fade), and furthermore
both Fade and Tar are very elusive and seldom seen. Tar generally steps into another
dimension and projects attacks into the normal world making him almost impossible
for normal opponents to deal with. Fade pops in and out and all around and never
allows himself to be entrenched in a static toe to toe fight. Vesper uses her extreme
acrobatics ability and ranged capabilities to excellent effect, and similarly fights
on the move. Bruiser is the only member of the group that will get stuck in for
a traditional conflict but he does this by preference; if he wants to his superhuman
agility makes him good at being elusive as well.
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The group's typical MO is the lightning fast raid or ambushes. They utilize speed
and surprise to create confusion and shake the morale of those they are fighting.
Particularly when fighting street crime they typically strike unannounced with an
explosive opening, reap a whirlwind of chaos, and then bug out before the authorities
arrive. They stick to the shadows and usually work at night and at any rate try
to avoid big splashy public spectacles.
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Public Relations
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In its current incarnation the team deliberately avoids media attention, most particularly
Fade who actively uses his powers to avoid it (teleporting away from any threat
of media contact). The group dislikes outside interference and protect their independence.
They don't give press conferences and don't stick around at a scene any longer than
necessary.
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- The PC's are investigating a crime that leads them to the southlands...where they
[meet up with | mistakenly run afoul of] Southern Justice!
- The PC's are facing a villain or threat that seems too much for them. Consulting
the PRIMUS database reveals that some or all of Southern Justice team members faced
the foes before...and won. Seeking them out for advice seems like a good idea, but
just tracking them down is a trick unto itself.
- Reports of vigilantism in their home city leads the PC's to discover Southern Justice
is active in their area tracking down baddies that were previously active in their
neck of the woods. Their tactics and rep might put the PC's ill at ease or at odds
with them.
- The extensive back story and multiple team evolutions can easily include a new PC
or NPC, offering opportunities for instant history for that character.
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