Omega Flight


Author's Notes
Background


(clockwise from upper left: Diamond Lil, Wild Child, Smart Alec, Flashback & Fugue Duplicates, [in offset box] Daphine Courtney)


Author's Notes

Omega Flight was a group created originally by John Byrne for Marvel for Alpha Flight. Lord only knows why I like them - they seem to be a team of low-powered losers whose two short appearances have ended in getting their butts soundly kicked.

I mean, let's face it, if Byrne & Co. had deliberately set out to make a bunch of goobersauri, he couldn't have done much worse. Let's see, we've got a normal guy who can make duplicates of himself (and as even his opponent notes, they're all just as worthless as he is), a guy whose only power is having a pair of x-ray specs and being smart enough to figure out someone has to stay in Canada (he probably was still working on that whole "Aquaman needs water" thing, too), a woman who is hard as diamond and...ummm, that's it (that and an infinite supply of garrottes), and a third-rate clone of Sabertooth who in turn is a second-rate clone of Wolverine. The only member who was any good had the good sense to leave after their first outing.

But then again, "low power" is the name of the game when you're talking Brave New World, so here they are. Actually, Omega Flight is perfect for Brave New World: they just couldn't cut it in the alpha-like world of the Marvel Universe.

Fortunately, all of the characters here easily qualified as starting level characters. I've modified the Courtney robot just because robotics don't seem to have advanced that far in the BNW universe. "Box" was problematical, and I might tinker with him a bit (a Goliath/Gadget...? Hmmm). I can always put him in there later. On the other hand, he's...well, competent. Which kinda ruins the whole idea of Omega Flight for me.

I don't keep up with Marvel much anymore, so it's possible that one or more of this team somehow managed to make a comeback. Heck, there could be a top-selling Omega Flight comic book out there and a scheduled movie release in 2001. So apologies to the huge horde of Omega Flight fans I've no doubt offended above.





Background

Canada's primary Delta organization is the Mounties. Since they extradite American deltas back regularly, and yet a lot of American deltas seem to view Canada as some kind of refuge, the Mounties tend to have their hands full. Then there are the Indian uprisings, and the separatist movement out of Quebec. So from time to time, the Canadian government tries to put together one team or another of Deltas.

Some bright boy of a bureaucrat came up with the low-budget idea of Omega Flight. Basically, they managed to find four fairly desperate Deltas, gave one of them a cool gadget that some Gadgeteer had whipped up back at the labs, and turned them loose. For what, nobody was quite sure because their mandate was kind of...vague. They were shunted from one assignment to the next, making enemies wherever they went with the Mounties, the separatists, the Indians, Delta Prime on their occasional visits across the border, etc.

Omega Flight has (more or less) accomplished all of the small-scale missions they have been set to perform. Nobody has trusted them with anything particularly overwhelming, and they've performed just as expected. Ironically, the members of Omega Flight themselves consider themselves the studs of Canada's Delta community. It's this attitude and their own general mediocrity that has earned them the love and affection of the Mounties and everyone else.

Their current government liaison is Delphine Courtney, an attractive and talented woman who is now wondering exactly who she pissed off to earn such an assignment. Most of her time is spent calming the petty squabbling that goes on among the Omega Flight members. She doesn't go out on missions with them, but can be found nearby. Her favorite phrase is quickly becoming, "Get out of there! Get out of there now!" This can usually be heard right before another mission starts to self-destruct.

Omega Flight has no headquarters, and not a lot in the way of government coverage. The government will cover their transportation (usually by military cargo plane), and they typically stay at hotel rooms upon arrival. Despite their reputation among the Deltas, the Canadian people have taken this misfit group of Delta heroes into their hearts. Inevitably someone will yell, "Look, it's Omega Flight!" as the group drives down the street in their rented sedan, and a hearty cheer will go up. This also manages to piss off the Delta Mounties to no end. Ironically, Omega Flight itself doesn't think much of their "fans" (or anyone else, really...).

So what use can someone put Omega Flight to in their campaign? Well, if you want someone to run into some "official" Canadian heroes but don't want the opposition to be too tough, you can put OF to use. And of course, their comic relief value is without limit. Have fun.




Flashback (starting character)

Real Name: Gardner Monroe
Power Package:
Fugue
Group Affiliation: Omega Flight
Delta Points: 3
Size: 5
Pace: 8
Smarts: 2d6
Area Knowledge (home city): 2
Disguise: 2
Language (English): 2
Tactics: 2
Speed: 3d6
Dodging: 3
Driving (personal): 2
Lockpicking (mechanical): 2
Stealth: 2
Spirit: 4d6
Mimic: 2
Perception: 2
Performance (acting): 3
Persuasion (taunt): 2
Scrutinize: 2
Search: 3
Strength: 3d6
Climbing: 2
Fighting (barehanded): 4
Running: 2
Swimming: 2

Quirks: Arrogant -3, Delta, Light Sleeper +1, Self-Confident +2, Secret ID, Registered

Tricks: Summon From Thin Air, Multiple Selves, Surprise Appearance

Gear: nothing in particular

Appearance: See picture.

Background: A so-so actor in Canadian dinner theatre, Monroe was caught beneath a falling stagelight, and unconsciously manifested his future selves for the first time to pull himself free. Allegations that someone else on the cast had tried to kill him were made but never proven. Gardner was then recruited by the government. Lacking the skills to be a competent Mountie, he was drafted into Omega Flight.

Personality: Flashback is highly paranoid, since he's already had two future selves die on him in the past. The first time this happened it took a long time to recover, although this provided Canadian researchers with a great deal of information on the fact that his selves were indeed from alternate timelines. In fact, there was a pool around the research centre as to when the "real" Flashback would disappear to go back into his past and get killed. Lots of bettors were disappointed when Monroe didn't vanish but recovered on his own. Flashback is not quite as cocky as his teammates due to this sobering experience. He's not much of a team player (except with himself *heh*) and his cautiousness is usually met with scorn and/or contempt by them.

Tactics: Manifest a lot of future selves and overwhelm his opposition. Flashback is just starting to play around with some other non-combat uses for his powers, such as manifesting a future self on the other side of a window, giving them instructions, and then having the self break in while he goes on his way.

Quote: "No, Self #5, get out of the way of that robot...aggghhhh!"




Diamond Lil (starting character)

Real Name: Lillian Crawley
Power Package: Tough
Group Affiliation: Omega Flight
Delta Points: 3
Size: 6
Pace: 8
Smarts: 2d6
Area Knowledge (home city): 2
Gambling: 2
Language (English): 2
Security: 1
Tactics: 1
Speed: 3d6
Acrobatics: 1
Dodging: 3
Driving (personal): 2
Stealth: 2
Spirit: 2d6
Persuasion (intimidation): 3
Scrutinize: 2
Search: 1
Streetwise: 1
Strength: 5d6
Climbing: 3
Fighting (Barehanded): 5
Fighting (garrotte): 3
Running: 3
Throwing: 3

Quirks: Arrogant -3, Beautiful +1, Brawny +3, Delta, Obvious -3, Public ID, Registered, Tough +2

Tricks: Extra Damage, Make an Impression, No Fear (she can use this to boost the damage of her garrotte attack as well as bare-handed attacks)

Gear: nothing special

Appearance: See picture. As a side effect of her diamond skin, she stands 6'4" and is incredibly massive.

Background: Lil gained her powers at the age of 10 in a car accident. She was a freak from then on due to her overgrown physique. She was taken in by the government but her personality was unsuited to working within law enforcement. Rather then lose a resource or imprison her, the Canadian government turned her loose and warned her she could be "drafted" back into service at any time. Lil wandered from job to job, typically working as a bouncer, until she was called back to government service to join the newly founded Omega Flight.

Personality: Lil is supremely over-confident in her ability to withstand damage. To date she hasn't run into anybody with AP or psionic abilities, but it is unlikely even suffering such an assault will knock down her cockiness much.

Tactics: Currently Diamond Lil is the "brawn" of Omega Flight. A competent fighter, she relies on her armored skin to protect her and goes charging into combat. Occasionally she will pluck a strand of hair from her head and use it as a garrotte if the situation warrants.

Quote: "Nothing can hurt me. But I can hurt you."




Smart Alec (Starting Character)

Real Name: Alec Thorne
Power Package: Genius (w/Gadget)
Group Affiliation: Omega Flight
Delta Points: 3
Size: 5
Pace: 8
Smarts: 5d6 + 5/8
Academia (chess): 5
Area Knowledge (home city): 2
Computing: 4
Criminology: 5
Language (English): 2
Tactics: 5
Speed: 3d6
Dodging: 3
Lockpicking (elctronic): 2
Spirit: 2d6
Leadership: 3
Perception: 3
Scrutinize: 1
Search: 1
Strength: 2d6
Climbing: 2
Running: 1

Quirks: Arrogant -3, Delta, Gear +5 (encephalo-helmet, see below), Mean -2, Registered, Secret ID, Sharp Eyes +1, Snobby -1

Tricks: Bulls Eye, Find Weakness, Meditation,

Gear: Encephalo-Helmet: This device, crafted by Canadian scientists, gives an additional +3 to all of Alec's Smarts rolls. It also gives him the equivalent of the Watcher power Delta Vision, and the Infrared Vision trick as well.

Appearance: See picture. Out of costume, a slight balding man who typically dresses in tweeds.

Background: A child prodigy, Alec Thorne suffered from scarlet fever at the age of 8 and almost died in the process. When he rebounded, he discovered his intellect increased a hundredfold. He had no particularly desire to go into science, and his attitude and disinclination towards law enforcement meant the government had no desire to put hm into the mounties. Like Diamond Lil, he was "put on hold," where he wandered the country doing one-man chess challenges and making a so-so living. Alec was unable to hold any real job due to his crappy attitude. When Omega Flight was formed, he was recruited into the group and provided with a encephalo-helmet that further augmented his intellectual abilities.

Personality: Arrogant, and considers himself the intellectual superior of everyone around him. This hardly endears him to his superiors (who put up with his attitude because he is super-smart), his teammates (who are pretty much all just as rude), and outsiders (who can't do much about it except smack him a good one if they get the chance).

Tactics: Smart Alec is as much of a team leader as Omega Flight could have. His comrades at least respect his intellect as far as what it can do for them in combat. Alec tends to hold back, but will strike if he determines a particular weakness or reliance on a piece of equipment that he can take advantage of.

Quote: "When I want your opinion, Flashback, I'll give it to you.




Wild Child

Real Name: Kyle Gibney
Power Package:
Wyldthing
Group Affiliation: Omega Flight
Delta Points: 3
Size: 5
Pace: 8
Smarts: 2d6
Area Knowledge (Canada wilderness): 2
Language (English): 2
Survival (forest): 4
Speed: 3d6
Acrobatics: 3
Dodging: 3
Stealth: 3
Spirit: 3d6
Perception: 3
Persuasion (intimidation): 2
Scrutinize: 1
Search: 2
Tracking: 3
Strength: 4d6
Climbing: 3
Fighting (barehanded): 5
Running: 3
Swimming: 2

Quirks: Alert +3, Ambidexterous +5, Arrogant -3, Bloodthirsty -2, Delta, Mean -2, Public ID, Registered, Ugly as Sin -1, Vengeful -2

Tricks: Adrenaline Surge, Extra Damage, Track Scent

Gear: nothing special

Appearance: See picture. Wild Child is only marginally "ugly as sin," but enough to creep out most folks.

Background: The individual now code-named "Wild Child" was "killed" by a street gang and shortly thereafter was kicked out by his parents who were repelled by his mutated appearance. He was subsequently brought in by the government as a suspect in a series of serial killings. The case was never proven (and whether Kyle was truly the murderer, although his companions have their suspicions), and the government transferred Kyle (now named Wild Child) into Omega Flight.

Personality: Wild Child, despite a thin veneer of civilization, is a beast at heart. He knows the manners and mores of polite society, and will abide by them as long as they don't get in his way.

Tactics: Get in, slice 'n' dice. Wild Child can employ a certain animal cunning when the need arises, but otherwise he eschews subtlety whenever possible.

Quote: "My dear Miss Courtney, might I suggest you find me an adequate costume before I am obliged to cut your throat? Thank you, my dear."




Delphine Courtney

Real Name: Delphine Courtney
Power Package: Charmer
Group Affiliation: Omega Flight
Delta Points: 3
Size: 5
Pace: 7
Smarts: 3d6
Area Knowledge (home): 2
Bureaucratics: 3
Criminology: 2
Etiquette: 2
Language (English): 2
Language (French): 1
Security: 1
Speed: 2d6
Dodging: 1
Driving (personal vehicle); 1
Shooting: 3
Stealth: 1
Spirit: 5d6
Perception: 3
Persuasion (bluff): 2
Persuasion (charm): 5
Persuasion (seduction): 1
Scrutinize: 4
Search: 1
Streetwise: 1
Strength: 2d6
Climbing: 1
Fighting (barehanded): 2
Swimming: 1
Throwing: 2

Quirks: Beautiful +1, Cautious -3, Dark Secret -4 (not known to teammates as a Delta), Delta, Duty -3 (Canadian government), Favor Owed +3, Photographic Memory +5, Secret ID, Registered, Voice (soft) +1

Tricks: Momentary Lapse of Reason, New Friend, On A Roll

Gear: Colt 2000 with 3 clips of AP 10 armor.

Appearance: See picture in group-shot inset above.

Background: Delphine Courtney was a fairly normal woman who worked her way through college and came to the attention of the Canadian government. She operated as a counter-terrorist for her first year of service, as an investigator into separatist movement actions. Unfortunately she was in the wrong place at the wrong time when a bomb went off. To the government's pleasure, she manifested a Charmer/delta ability. However, certain factions used her as a scapegoat, claiming she was responsible for the explosion. Courtney was "demoted" and floated in bureaucratic limbo for another year before being assigned as government liaison to Omega Flight. Her brief was to keep the team together through the covert use of her abilities.

Personality: Courtney alternates between frustrated and manipulative. She hates the job she is stuck with, but doesn't want to cross her superiors. So she tries to meld Omega Flight into a lean, mean effective team. Her inability and their unwillingness to do so has been a source of ongoing frustration.

Tactics: Courtney's not a fighter, and she has no intention of becoming one. As far as she concerned, her role is as government liaison and to keep Omega Flight from tearing each others' throats out.

Quote: "I'm hoping that despite your differences, the four of you will come together and work with me on this assignment. Please...?"




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