Teen Titans Legacy
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Teen Titans Legacy

A RPG (Role Playing Game) based shortly after the original Teen Titans TV series. Choose or create a character and get stuck in the action!
 
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 Anti-Magic Organisation (AMO)

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AuthorMessage
DivingDart
Alpha-class Metahuman
Alpha-class Metahuman
DivingDart


Posts : 1623
Join date : 2011-12-09
Age : 30
Location : Way-els

RPG character
Name: Hugh Exley
Code Name: Pix
Villain or good guy?: Evil

Anti-Magic Organisation (AMO) Empty
PostSubject: Anti-Magic Organisation (AMO)   Anti-Magic Organisation (AMO) Icon_minitimeSat Aug 16, 2014 4:10 pm

“Shut the door behind you. My college wishes to get in.”

ANTI-MAGIC ORGANISATION

Anti-Magic Organisation (AMO) Magic8ball

Grade: B- (For plots involving mythical or magical elements.)

[HISTORY]

Originally the Anti-Magic Organisation (AMO) started as a government funded think-tank with the goal to formulate strategies of national defence against mythical beings, magic, and the unknown. It was they who first documented the properties of Nth Metal after its existence was brought to light.

They were eventually given wider-scope and began taking on field operations. This began a gradual incorporation of AMO into the United States' collection of secret service groups. They would investigate, identify, and respond to supernatural threats within the Union's borders. Experimentation into Nth Metal and other devices for combating magic continued. In the wake of the Vanishing, call for them died down considerably, and cutbacks began having a detrimental effect on their capabilities.

Their termination preceded a single catastrophic event. An explosion decimated AMO headquarters in Maryland, wiping out the entire compound. 227 people perished in that event, including AMO's Chief of Operations himself; Cecil O. Talleyrand.

Spoiler:

A source for the explosion was not identified. Though it's theorised that it emanated from inside the compound itself. Body-count works out as 49 researchers, 111 administration staff, 66 field agents, and 1 sanitation custodian named Rusty. Funding was pulled and AMO disbanded.

Since then there have been a spate of sightings of personnel known to have perished in the explosion. These were usually accompanied by attacks or kidnappings targeted at supernatural beings else magic users. Victims who have lived to tell the tale report that the field agents were no longer human. That they lacked personality. That their touch cancelled out magic.

AMO lives on. No one knows how, no one knows where. But they continue to persecute anything related to magic. They make no distinction between hero or villain, adult or child, powerful or helpless. The question is why.



Full Name: Anti-Magic Organisation
Codename: N/A
Alias(es): AMO
Age: 8 Years Operational
Classification: Altered Humans
Affiliation: Lawful Evil


Powers: Anti-Magic Composition – Each individual agent of AMO now consists of an unidentifiable energy which nullifies magic. They are immune to any magic that can be used on them and they will temporarily rob magic from whatever they touch. This effect can last from a few minutes to an hour. Their bodies do not break and bleed like a human, allowing them to withstand a greater amount of trauma before expiring. They are immune to the effects of radiation and tend to stand up well to other raw energy type attacks. They can also crackle their skin with an energy much akin to electricity.

Spoiler:

Collective Disguise – Any agent of AMO can take on the appearance of any of the 227 people who died in the explosion at their Headquarters. This includes their Chief of Operations, Cecil O. Talleyrand. Only the form of Talleyrand has exhibited any personality, all other personnel act like mindless automatons, responding in monotone. By this method they can also acquire any items that were on the person at the time of their death. This includes clothes, handguns, cuffs, the Bible, knives, religious charms, cigarettes, and a mop.

Spoiler:

Portal Travel – Agents possess the ability to open a door and have it lead to a different doorway within twenty miles, provided there is another agent at the location they want to arrive at. This way agents can quickly overwhelm targets with numbers if a phone alert is sent out to all nearby units.

Weaknesses: Recollection – As stated, each agent can take on the form of one of the 227 personnel who perished in the AMO Headquarters explosion. If sufficient stimuli is used to re-engage the memory of the individual being impersonated, something strange happens. That person will 'regain consciousness' for upwards of a minute. Such a thing happened when the niece of janitor Rusty happened to encounter her uncle skulking around a hotel lobby two months after his death. She confronted him and wound up awakening his dormant personality. Rusty was able to control the body of the agent for an entire minute whereupon he imparted a garbled account of his current state of being. The conversation has since been classified by the United States Government. At the end of sixty seconds the agent metamorphosed into another personnel member and immediately went to the third floor to murder a known magic user. Security arrived in time to see the agent escape into a broom closet. The exception to this rule is Cecil O. Talleyrand himself who seems immune to his past.

Energy Signature – Consisting of a unique energy, the agents give off a detectable energy signature that some enterprising individual may one day be able to identify and track. At least set up an early warning system. Creatures with advanced senses may also be able to take advantage of this in some aspect.

Strobe Lighting – Any sudden light flashes (e.g. a camera, passing sirens) will cause an agent to freeze in place for five seconds. As such, agents would be rendered near useless at a disco or rave.

Portal Travel Limitations – Agents can only travel through doorways. If an area is lacking in doors, they will have to find another method of transportation. A second agent must be present at the location they wish to arrive at. Furthermore, if the target door is open or slightly ajar then travel through it is impossible.

Skills/Strengths: Collectively AMO has a wide knowledge of mythical creatures, magic, the unknown and their counter measures. An agent can always be relied upon to acquire counter-measures if one is not readily at hand.

They are capable of performing exorcisms and speaking in Hebrew, Latin, plus several dialects of Chinese.

Likes: Authority figures, Catholicism, Nth Metal, cities, smoking.

Dislikes: The supernatural, mythical creatures, mythical beings, magic wielders, magic artefacts, cosmic entities, nostalgia, compromise.

Equipment: Handguns, knives, handcuffs, religious charms, the Bible, salt, rice, holy books, and a mop.

Habits/Quirks: Being a stressful job, a high percentage of AMO personnel who perished at Headquarters were smokers. Nowadays, agents can often be seen lighting up to pass the time.

When holding a proper conversation, agents often morph into Chief of Operations Cecil O. Talleyrand. He acts as leader to the collective, despite the fact any individual can become him.

Personality: Unyielding in their goal, dogged in their pursuits. AMO is unlikely to listen to reason unless it comes from a person of command. They retain a modicum of respect for high authority but it only stretches so far. Each agent is flat and emotionless, speaking in monotones. They approach problems by what is best for the group and not the individual. In contrast, the form of Cecil O. Talleyrand is very selfish. His appearance often denotes which agent is taking charge of a situation.

Place of Origin: Maryland
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