Overview[]
Domino
Domino is self-serving and treads the line of neutrality even as a mercenary. She's driven by her own code of morality which cannot always be bought. Her loyalty is often flexible and always questionable.
Sheet[]
Character Sheet
Abilities: Arsenal
Explosive Devices: 4, Reinforced: 3, Weaponry: 5
Abilities: Power
Flux, Lady Luck, Superhuman Reflexes: 5, Unyielding: 6, Wary: 4
Abilities: Skill
Athletics: 5, Combat Prowess: 7, Security: 5, Survival: 3, Tactics: 4, Tracking: 5, Vehicle Ops: 5, Weapon Crazy: 6
Advantages:
Catch a Ride, Connections, Language, Making Bank, Safehouses
Flaws:
Good/bad Syndrome, Inherently Risky, In a Lineup, On the Alert, Past Conditioning, Somewhat Ocd, Unknown Entity
Languages: English, German, Italian, and Russian
Abilities
Arsenal: Explosive Devices (4)
Some amount of explosive ordnance is often included in what she carries, though she can also scare up some pretty potent military hardware such as plastic explosives. Improvised explosive devices are just another way of life.
Arsenal: Reinforced (3)
Constructed out of a composition of tough, lightweight materials, her body armor will stop or slow many pistol-caliber bullets and can resist being cut and punctured, though it's primarily meant to offer high mobility while adding very little bulk. While it may deflect certain attacks it won't keep her from being harmed due to kinetic impact. Against heavier bullets it doesn't stand a chance. Frequent replacement is a necessity which she is always prepared for, even if it's an outdated design collecting dust in a safehouse.
Arsenal: Weaponry (5)
Domino has an extensive collection of weaponry, including firearms, melee weapons, and explosive devices. It's unusual for her to go anywhere without being loaded down in hardware. This can extend as far as machine guns, grenade and rocket launchers, anti-materiel weaponry, and military-grade demolition charges, though on special occasions it can include advanced designs such as laser or electromagnetic systems. Losing gear while on a job is common, though it's easily replaced.
Power: Flux
Combining Lady Luck and Superhuman Reflexes can result in some truly crazy results. Bioelectric pulses originating from her cerebral cortex flow into her spine, which greatly augments her natural reflexes and agility. Through this, Domino is able to operate on a completely random continuity that's driven purely by instinct and the guiding hand of her power. When in a heightened state of adrenaline, whether fighting, shooting, dodging, or driving, she may appear reckless to the point of being suicidal to anyone else despite her success. Keeping up can be quite difficult. Predicting her next move can be next to impossible. Sometimes it's all that lies between her winning and losing.
Power: Lady Luck
Domino projects a psionic aura, a 'probability field,' that affects physical outcomes of actions immediately surrounding her. While always subconsciously emanating from her, it really comes into play when she moves into action. Stress triggers it, as does the high emotion of a combat situation. This aura causes her to have 'good luck' and her opponents to suffer 'bad luck' which still favors her. It's an unpredictable power and can manifest in almost any way imaginable, anything from dodging a hail of bullets to causing her enemy's equipment to malfunction, though it often works in tandem with her other talents. This power allows highly improbable, but never impossible, things to happen which are always in her favor, even if it isn't immediately apparent. As a by-product of her mutant ability, she can instinctively calculate the odds of virtually any event's outcome.
Power: Superhuman Reflexes (5)
Her cerebral cortex emits bioelectric impulses down her spine that guide and enhance her bodily movements, so as to guarantee the best possible outcome of any physical situation for her. She doesn't think, she does. Because of this she operates within a state of controlled chaos, often appearing outright reckless to others. Getting a read on her moves can be very difficult, half of the time even she isn't aware of what she's doing until it's already happened.
Power: Unyielding (6)
In the flesh, she's no tougher than any other human out there. What really sets her above the rest is the strength of her will, a honed 'mind over matter' state that allows her to press onward even after sustaining terrible injuries. It's a combination of faith within herself, combat conditioning, and simple genetic modification.
Power: Wary (4)
Between having been created and trained as a weapon and because of her own choice of profession, she's got a lot to keep an eye out for. Fortunately, she also happens to be pretty good at it.
Skill: Athletics (5)
She is a highly skilled athlete and an excellent swimmer.
Skill: Combat Prowess (7)
She posesses expert marksmanship skills with throwing, short or long ranged weapons, firearms, and explosives of all varieties. She's also an exceptional hand-to-hand combatant from regular brawling to various martial arts disciplines, including Aikido and Jui-Jitsu. Trying to identify any particular combat or shooting style of hers is virtually impossible, however. She prefers to do things her own way and leave it up to instinct, which makes her very difficult to predict and follow. Between luck and skill, straight-up misses are quite rare.
Skill: Security (5)
She knows the ins and outs of security systems well enough to turn herself and her allies into virtual ghosts. Whatever she can't disable she can usually bypass outright with some help from her power of luck, whether it involve ripping out a handful of wires or shooting out a lock. She's adept at computer hacking, code breaking, hotwiring systems, and simply bypassing them altogether.
Skill: Survival (3)
Over the years she's received some training in survival, as well as learning about biology and the basics of first-aid, including stitching, setting dislocated joints, and removing foreign matter from wounds. She's familiar with prescription drugs enough to make use of painkillers and antibiotics, whether from a hospital or a veterinary clinic. She has a good grasp of pressure points and the human nervous system, though her surgery techniques are less about finesse and more about brute force in order to quickly fix any problems and keep herself in the fight. She's probably lucky that she hasn't accidentally killed herself yet.
Skill: Tactics (4)
Through training, observation, and real-world exposure, she's gotten a decent grasp of combat tactics. She's also gotten to be fairly decent at coordinating small teams (up to around five other people at most) to best make use of their strengths while covering any weaknesses, though she's not the greatest overall leader.
Skill: Tracking (5)
Working as a mercenary often requires being able to find people in a wide variety of places and situations. Whether following footprints or digitally tagging her quarry, she's gotten to be pretty darned good at finding people that don't wish to be found. This includes navigational skills, both on foot and within a vehicle.
Skill: Vehicle Ops (5)
She can operate most any kind of vehicle available, including cars, motorcycles, boats, tanks, helicoptors, airplanes, and jet aircraft.
Skill: Weapon Crazy (6)
Rebuilding, repairing, reloading, rearming, repurposing, or simply modifying, she knows what makes something dangerous. Whether chiseling a knife out of stone or fine-tuning a trigger, she's got the skills to keep herself armed virtually anywhere, and to keep such equipment in an operational state at the minimum, so long as she has the time and materials to do so.
Advantages
Advantage: Catch a Ride
This woman goes through vehicles like they're going out of style. Cars, trucks, bikes, boats, the occasional helicopter, if she doesn't already have it she can usually call one in, steal one, or outright buy one.
Advantage: Connections
Due to countless job offerings she's managed to work with and for a large string of other mercenaries and organizations. Some of them have even been good guys! This list continues to grow all the time, leaving her open to call on a variety of different people or teams for various favors (or getting calls from them looking for favors in return.) It's always good to have people in high (and low) places.
Advantage: Language
Over the years she's become fluent in Italian, German, and Russian. She can pick up a few pieces of several other languages but they are not as fluently known.
Advantage: Making Bank
Besides what she carries with her, Dom's funds are scattered into several accounts under several aliases. Resources could be reached with ease if need be and many of her transactions are done in the most non-traceable way: Cash. It is assumed she could live comfortably if all her funds are pooled together from jobs that she did not pass up due to her own internal struggles, though it can be hard to tell with how menially she lives when she does manage to settle down for any length of time. Between taking on jobs and her sense of luck, money is never a concern.
Advantage: Safehouses
She's got safe places to hide out all over the globe. Most of them already have some extra gear stockpiled, as well. They're typically much to look at but they do the job, even a narrow cement room in a basement is up to the task.
Flaws
Flaw: Good/bad Syndrome
Despite her best efforts to keep it hidden, Domino does have a conscience. While this tends to be one of her best redeeming qualities in the eyes of hero-types, it's often getting in the way of her mercenary life. Some contracts get turned down outright. Others run the risk of getting broken when she has a change of heart or learns some critical piece of information, which may not be in the best interest of the job and will often land her into a whole heap of trouble. There's plenty of powerful individuals out there who aren't so quick to forget about these little 'mistakes.'
Flaw: Inherently Risky
There's inherent risks involved with hanging around this woman. Her lifestyle is very complicated, dangerous, and far from healthy. Her personal work is most often both highly illegal and extremely risky. While allies won't necessarily fall victim to the bad luck that her opposition is forced to deal with, simply being allied with her might be more hazardous than anyone realizes. Even while managing to reap some of the benefits of her good fortune by proxy, bad things tend to befall those she associates with. What's beneficial for her may not be beneficial for everyone.
Flaw: In a Lineup
Domino would fail. From the ghostly white skin to the large black tattoo around her left eye received from the government facility that created her, blending into a crowd requires a good amount of extra prep time for her, and even then it's temporary anonymity at best.
Flaw: On the Alert
It is still possible to blindside this woman. Because her power is always active sometimes things simply happen around her on their own, though for the greatest effect she has to be aware of her surroundings and willingly throwing herself headlong into a risky situation. If she misses something she may still be able to jump to last second action, but that doesn't mean she will be completely spared from harm.
Flaw: Past Conditioning
Due to her many years of working as a mercenary, her reactions and normal interactions with others in the everyday world have warped slightly. Domino can be observant to a fault, highly introverted, and always tends to handle situations best solo, no matter what they are. A bit of social-awkwardness comes standard, and there's always the chance of her offering suggestions that others would see as being irresponsible or highly immoral by comparison. Her sense of normal is a far cry from that of most others.
Flaw: Somewhat Ocd
This woman likes to be in control of her life. Things need to be as she expects them to be, and (maybe in part because of this) she likes to do her work alone. When she cleans and sorts her gear it will always be found in neat, tidy, organized patterns, right down to the smallest of parts. If she has a moment to kick back she still likes to keep her hands busy, whether it be holding a drink or toying with a sidearm. Even if her equipment is disposable she wants it to stay as clean and presentable as possible for as long as possible. Disrupting this harmony is a good way to get her irked in short order.
Flaw: Unknown Entity
Dom goes to great efforts to keep herself a mystery to everyone around her, including those few which could be regarded as friends. Her psyche is a dark, closed off void where memories have been boarded up and locked away, kept even from herself in the hopes of forgetting about them forever. Undesired emotions get pushed back, transformed into anger and stress. Her business is always hers alone with no room for debate. Allies are almost always kept at arm's length. Psychics are secretly regarded with high levels of distrust. Any efforts made to push into her personal life will most often lead to hostility in short order. She's turned her back on people whom had once been considered buddies because they couldn't just 'drop it.'
History[]
Neena came into this world as the first survivor of a government project titled the Perfect Weapon Program, based out of the Project Armageddon base in the Florida Everglades. Despite this, the project leaders still deemed her a failure and ordered for her termination. It was her mother, Beatrice, the host of the program, that decided she couldn't allow this to happen. It was with her help that Neena escaped from the facility, coming to rest within the care (and watchful eye) of Father Rudolpho Boschelli at the Church of the Sacred Heart in Chicago.
Life within the church was neither one of trial nor trouble, though life outside of its walls continued to degrade as crime and street violence steadily rose. One evening led to a vicious shootout, concentrated, as luck would have it, around both Neena and the Father. That spark of violence resulted in the deaths of many bystanders and a handful of attackers from either side, yet when the last shot rang out they found themselves alive and unharmed. Something had snapped within the back of Neena's mind, she had thrown them both to the ground just in time. Had it been divine intervention, or were the Father's suspicions true that there was something more to the young albino?
It's a large, unexpected leap to go from a peaceful life within a church to living off of the streets doing work as a mercenary, but to Neena's introverted thoughts there weren't many other options. She was on the run from a governmental body and had been born and raised to become a weapon, plain and simple. She had a gift and she lacked a life and a future. Rather than risk the Father's safety again, she would isolate herself and follow instincts alone to see how far this power might take her.
Her new life quickly proved to be much more challenging, yet whenever the job demanded more out of her she had more than enough to throw back at the problem. Small and dirty jobs turned into bigger and better paying jobs as she rounded up some gear for herself, chiseled out a safe haven or two, and built up her connections. No one knew a lot about the crazy girl with the bleached white skin and the black spot over her eye, but when she took a job things somehow always managed to come out in her favor. She became known as a risk-taker, the woman one called on to tackle the dangerous, risky, and downright crazy jobs. Time and again she returned with carbon stained guns and a pocket full of cash.
One peculiar job called for her to look after a Dr. Milo Thurman, a human but a prodigy. It was this job which resulted not only in her picking up Thurman as a last name but also acquiring the nickname 'Domino,' given to her by Milo, himself. This relationship was cut short by an attack from AIM, which left Milo believing that she had perished during the confrontation.
For years they both live on believing the other to have been lost until one of Neena's contacts comes through with information on his whereabouts. She goes alone in search of Milo, though finding him turned out to be far from the reunion she had hoped for. She was left with no choice but to make sure that his life ended within that underground facility. It were the charges she set which destroyed the facility and ended many lives within its walls.
As she became more independent she started to seek out her mother, which proved to be quite the undertaking in having no name nor picture to work off of. She was hunting a literal ghost, a woman who may not have ever existed. It takes years, significant financial backing, and some of the best minds out there to finally track her down. She has a mother, and she's still in the Everglades. Beatrice had formed a cult called the Armajesuits, bent on taking down Project Armageddon once and for all. As Neena would later discover, this also included a brother she didn't realize that she had, named Lazarus. Violence and death were once again her salvation, having shot (and, she believes, killed) her mother in order to save Lazarus, who was later taken to the Church of the Sacred Heart just as she had been.
With her past seemingly a closed matter she focused on her work, having travelled to many corners of the globe, worked with various groups, made some very dangerous enemies, and chiseled out a proper foothold for herself. Domino's still open for employ, though while she may turn down the occasional job she also has something which no one else can bring to the party. This woman has a reputation, and she gets results.
Logs[]
The following logs feature Neena Thurman:
- 2013.03.12 - Long Night?
- 2013.03.12 - Long Night?
- 2013.03.13 - On The Table
- 2013.03.13 - On The Table
- 2013.03.14 - Mountainside Conversation
- 2013.03.14 - Mountainside Conversation
- 2013.03.15 - Life in the Fast Lane
- 2013.03.15 - Life in the Fast Lane
- 2013.03.16 - After the Battle...
- 2013.03.16 - After the Battle...
- 2013.03.16 - Diner Confessions
- 2013.03.16 - Diner Confessions
- 2013.03.16 - You Will Kneel, Part 1
- 2013.03.16 - You Will Kneel, Part 1
- 2013.03.17 - Asgardian Hood Ornament
- 2013.03.17 - Asgardian Hood Ornament
- 2013.03.17 - Tear Gas and Glass to the Face
- 2013.03.17 - Tear Gas and Glass to the Face
- 2013.03.19 - Madripoor Mayhem pt 1
- 2013.03.19 - Madripoor Mayhem pt 1
- 2013.03.19 - Madripoor Mayhem pt 2
- 2013.03.19 - Madripoor Mayhem pt 2
- 2013.03.20 - Madripoor Mayhem pt 3
- 2013.03.20 - Madripoor Mayhem pt 3
- 2013.03.22 - Hell of a drug
- 2013.03.22 - Hell of a drug
- 2013.03.22 - Hell of a drug
- 2013.03.23 - Madripoor Mayhem pt 4
- 2013.03.23 - Madripoor Mayhem pt 4
- 2013.03.25 - Madripoor Mayhem pt 5
- 2013.03.25 - Madripoor Mayhem pt 5
- 2013.03.25 - Really Okay
- 2013.03.25 - Really Okay
- 2013.03.27 - Reporting In
- 2013.03.27 - Reporting In
- 2013.03.29 - Airport Connections
- 2013.03.29 - Airport Connections
- 2013.04.03 - Death from Above
- 2013.04.03 - Death from Above
- 2013.04.03 - Gotham City Bug Hunt
- 2013.04.03 - Gotham City Bug Hunt
- 2013.04.08 - Shipwreck Salvage
- 2013.04.08 - Shipwreck Salvage
- 2013.04.08 - Tribute to the Fallen
- 2013.04.08 - Tribute to the Fallen
- 2013.04.12 - Running to ground
- 2013.04.12 - Running to ground
- 2013.04.13 - Pizza Connection
- 2013.04.13 - Pizza Connection
- 2013.04.15 - Partners in Crime
- 2013.04.15 - Partners in Crime
- 2013.04.17 - Hot Time In The Old Town, Tonight
- 2013.04.17 - Hot Time In The Old Town, Tonight
- 2013.04.19 - The Amazing Flying Harleys!
- 2013.04.19 - The Amazing Flying Harleys!
- 2013.04.20 - Airport Animosity
- 2013.04.20 - Airport Animosity
- 2013.04.20 - Underworld Surgery
- 2013.04.20 - Underworld Surgery
- 2013.04.25 - Hit-Swapping
- 2013.04.25 - Hit-Swapping
- 2013.04.25 - Payday
- 2013.04.25 - Payday
- 2013.04.29 - Devil's Advocate
- 2013.04.29 - Devil's Advocate
- 2013.04.30 - Ship Shape
- 2013.04.30 - Ship Shape
- 2013.05.06 - Excitebike
- 2013.05.06 - Excitebike
- 2013.05.08 - Conflicts of Interests
- 2013.05.08 - Conflicts of Interests
- 2013.05.09 - Dreary Spring Day
- 2013.05.09 - Dreary Spring Day
- 2013.05.11 - Mercus Wanderus
- 2013.05.11 - Mercus Wanderus
- 2013.05.13 - Eye in the Sky
- 2013.05.13 - Eye in the Sky
- 2013.12.27 - The Choices We Make
- 2013.12.27 - The Choices We Make
- 2013.12.29 - What the Oracle Meant By That Was...
- 2013.12.29 - What the Oracle Meant By That Was...
- 2013.12.30 - Trading Tanks
- 2013.12.30 - Trading Tanks
- 2014.01.06 - Another Pizza Run
- 2014.01.06 - Another Pizza Run
- 2014.01.13 - Payment for a Test
- 2014.01.13 - Payment for a Test
- 2014.01.22 - Teleportapotty
- 2014.01.22 - Teleportapotty
- 2014.01.23 - Retraining Day
- 2014.01.23 - Retraining Day
- 2014.01.24 - Classic Car Chaos
- 2014.01.24 - Classic Car Chaos
- 2014.01.26 - Big Trouble in Little Gotham
- 2014.01.26 - Big Trouble in Little Gotham
- 2014.01.26 - Tunnel Troubles
- 2014.01.26 - Tunnel Troubles
- 2014.01.29 - Plans (With Pepperoni)
- 2014.01.29 - Plans (With Pepperoni)
- 2014.01.30 - Weapons Evolved
- 2014.01.30 - Weapons Evolved
- 2014.02.01 - 750k
- 2014.02.01 - 750k
- 2014.02.02 - Groundhog Play
- 2014.02.02 - Groundhog Play
- 2014.02.10 - Zombie Night At The Gotham Aquarium
- 2014.02.10 - Zombie Night At The Gotham Aquarium
- 2014.02.12 - Gun Buffet
- 2014.02.12 - Gun Buffet
- 2013.05.15 - Bullets to Biscuits
- 2013.05.15 - Bullets to Biscuits
- 2013.05.16 - Bad Case of Spinetaser
- 2013.05.16 - Bad Case of Spinetaser
- 2013.05.16 - Street Screening
- 2013.05.16 - Street Screening
- 2013.05.18 - Pierside Blitz
- 2013.05.18 - Pierside Blitz
- 2013.05.18 - The Zoo
- 2013.05.18 - The Zoo
- 2013.05.22 - A Chance In Hell
- 2013.05.22 - A Chance In Hell
- 2013.05.22 - Getting the Hell Outta Hell
- 2013.05.22 - Getting the Hell Outta Hell
- 2013.05.23 - Poolside
- 2013.05.23 - Poolside
- 2013.05.23 - Super Beli
- 2013.05.23 - Super Beli
- 2013.05.23 - Super Beli, Part 2
- 2013.05.23 - Super Beli, Part 2
- 2013.05.28 - Shifting Loyalties
- 2013.05.28 - Shifting Loyalties
- 2013.06.01 - Floating Fracas
- 2013.06.01 - Floating Fracas
- 2013.06.02 - Bar Oldenhof
- 2013.06.02 - Bar Oldenhof
- 2013.06.05 - Fast Data
- 2013.06.05 - Fast Data
- 2013.06.07 - Departures and Approaches
- 2013.06.07 - Departures and Approaches
- 2013.06.13 - Cheese Fries
- 2013.06.13 - Cheese Fries
- 2013.06.13 - Cheese Fries
- 2013.06.13 - Sentence First, Verdict Afterwards
- 2013.06.13 - Sentence First, Verdict Afterwards
- 2013.06.20 - Party Crashers
- 2013.06.20 - Party Crashers
- 2013.06.22 - Bamfing through the Park
- 2013.06.22 - Bamfing through the Park
- 2013.06.23 - Planning Stages
- 2013.06.23 - Planning Stages
- 2013.06.25 - Chinese Take-Out
- 2013.06.25 - Chinese Take-Out
- 2013.06.28 - Madri Flora
- 2013.06.28 - Madri Flora
- 2013.07.02 - Huey's to You
- 2013.07.02 - Huey's to You
- 2013.07.05 - False Sense of Security
- 2013.07.05 - False Sense of Security
- 2013.07.05 - To Catch a Merc
- 2013.07.05 - To Catch a Merc
- 2013.07.06 - Mister Cheng, I Presume
- 2013.07.06 - Mister Cheng, I Presume
- 2013.07.07 - Just a Job
- 2013.07.07 - Just a Job
- 2013.07.11 - Timely Punishment
- 2013.07.11 - Timely Punishment
- 2013.07.12 - Fire Sale
- 2013.07.12 - Fire Sale
- 2013.07.13 - Not so hard
- 2013.07.13 - Not so hard
- 2013.07.14 - All Comes Down
- 2013.07.14 - All Comes Down
- 2013.07.16 - Shards of Betrayal - Combined Defenses
- 2013.07.16 - Shards of Betrayal - Combined Defenses
- 2013.07.17 - Shards of Betrayal: Design Team
- 2013.07.17 - Shards of Betrayal: Design Team
- 2013.07.20 - Win for the blue team
- 2013.07.20 - Win for the blue team
- 2013.07.22 - A Time for Action
- 2013.07.22 - A Time for Action
- 2013.07.24 - Printing Power
- 2013.07.24 - Printing Power
- 2013.07.31 - Blue Rover Turn Over
- 2013.07.31 - Blue Rover Turn Over
- 2013.08.02 - Mousetrap, Part 1
- 2013.08.02 - Mousetrap, Part 1
- 2013.08.05 - Mousetrap, Part 2
- 2013.08.05 - Mousetrap, Part 2
- 2013.08.06 - POLLOS
- 2013.08.06 - POLLOS
- 2013.08.06 - Trump of Queens
- 2013.08.06 - Trump of Queens
- 2013.08.07 - Ohio Calling
- 2013.08.07 - Ohio Calling
- 2013.08.11 - Fragmentation
- 2013.08.11 - Fragmentation
- 2013.08.11 - Real Merc's Don't Have Friends
- 2013.08.11 - Real Merc's Don't Have Friends
- 2013.08.17 - Mousetrap, Part 3
- 2013.08.17 - Mousetrap, Part 3
- 2013.08.25 - Tunnel Rats
- 2013.08.25 - Tunnel Rats
- 2013.08.26 - Rescuing Shelby Knox
- 2013.08.26 - Rescuing Shelby Knox
- 2013.08.27 - Snakes are a Pain
- 2013.08.27 - Snakes are a Pain
- 2013.08.28 - Message Received
- 2013.08.28 - Message Received
- 2013.08.29 - Nate Versus Nate
- 2013.08.29 - Nate Versus Nate
- 2013.08.30 - Big Sewer Rats
- 2013.08.30 - Big Sewer Rats
- 2013.08.30 - Every Little Thing
- 2013.08.30 - Every Little Thing
- 2013.08.30 - Frequent Fighters
- 2013.08.30 - Frequent Fighters
- 2013.08.30 - Take It To Go
- 2013.08.30 - Take It To Go
- 2013.09.01 - Camden Calamity
- 2013.09.01 - Camden Calamity
- 2013.09.03 - Eggroll Guardian
- 2013.09.03 - Eggroll Guardian
- 2013.09.03 - Mission First
- 2013.09.03 - Mission First
- 2013.09.04 - Double Nating
- 2013.09.04 - Double Nating
- 2013.09.12 - So...Three Mutants Walk into a Bar
- 2013.09.12 - So...Three Mutants Walk into a Bar
- 2013.09.16 - Following the Wire
- 2013.09.16 - Following the Wire
- 2013.09.28 - Future Situation
- 2013.09.28 - Future Situation
- 2013.10.01 - Time Enough
- 2013.10.01 - Time Enough
- 2013.10.12 - Jobs on the Fly
- 2013.10.12 - Jobs on the Fly
- 2013.10.18 - Road Rage
- 2013.10.18 - Road Rage
- 2013.10.30 - Arctic Bust
- 2013.10.30 - Arctic Bust
- 2014.02.14 - Shake and Bake
- 2014.02.14 - Shake and Bake
- 2015.11.13 - "... Your Lucky Day"
- 2015.11.13 - "... Your Lucky Day"
News[]
The following news stories feature Neena Thurman:
No news stories currently listed.
Associations[]
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Amanda Sefton Soft-spoken mage sort. Pays well when I can manage to catch a job from her. Tolerates sarcasm, having illegal ordnance stashed at her place. Not a bad person to know. |
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Cable Constantly reaching new heights of 'complicated.' Apparently we used to be closer than two bullets in a mag, then 'something' happened and he took it upon himself to block those memories from me altogether. Now the memories of us are back but I still don't know what the hell happened. Not sure whether to keep hating the guy or be glad that he's back. Regardless of personal involvement, we work well together. I may well be the only person alive that believes in what he's doing. No pressure or anything. |
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"Daz" This gal's a lot of fun, especially once we've got a good buzz going. Doesn't judge, looks out for her own kind, myself included. Not sure how I managed to wind up on her good side but I can't complain. |
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Deadpool Still not sure what to make of Wade. Like a happymeal with a broken toy inside. Known him for longer than I care to think about. Scary good killer, great drinking buddy when he's not trying to fulfill a contract out on me. Continues to redefine 'crazy.' |
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Forge Guy's a total nut, but he knows his trade. Still a new part to the 'team,' as it were. I can generally hold back any urges to shoot the guy. Real tech wizard, when he remembers to bring the right toys to the party. No clue how his X-Trick works, though I could say the same about my own. Cable seems to trust him, so there's that. |
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Jean Grey Not the kind of person I'd want to tick off. Good thing she's usually pretty level. All the power of the cosmos or some sorta crazy at her fingertips. Oh, and a psychic. Much as I can't stand those blasted mindreaders I'd rather keep things on the level with her. Not sure I'm lucky enough to interrupt planetary annihilation. Not too anxious to find out. If not for her involvement I may never have set foot back on the Institute's grounds. |
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Jubes Good kid. Kinda wired. Likes excitement and adventure. Shoulda seen the look on her face when I told her to punch it in the M3. Well worth the cost of a mirror. |
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Kiden This girl's blitzed half out of her mind. Maybe that's why I can connect with her. She likes money and isn't afraid to put her own neck on the line. Can definitely relate to that. She's my newest street informant though at the first sign of her losing control to her own vices she gets shown the door. |
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Nick Fury Can't stand him. Stormed into my life at one point when my luck decided to take a lunch break. Hard to shake off, like a bad case of the flu. Has a habit of leaving similar feelings in the pit of the stomach. He's gone his way and I've gone mine. Not happy to have ended up on SHIELD's radar, but they've since backed off. |
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Nightcrawler I don't get this guy. He's half demon and the most religious person I've ever met. Despises killing yet he hangs out with me, like he thinks he can 'save' me or something. Maybe his God knows why. His life is screwed up enough without me getting involved but I get free teleportation services on short notice out of the deal so I can't complain. Too much. If I'm lucky this won't come back to kick us both later. |
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The Punisher Frank's a total nutcase but he likes his toys and knows how to use 'em. There's a new bounty on his head every week. 'Professional courtesy' is the only thing that keeps us from turning on one another the first chance we get. Never going to lower my guard around this one. |
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Ms. Marvel Another unlikely alliance. I suspect Danvers only puts up with me because we had done a few 'humanitarian' ops in the past and she hasn't been fully clued in on my usual line of work. Considering that she's a total powerhouse I'm content to leave her in the dark. |
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'Shodan' The mysterious digital voice of Gotham. Call 'em Shodan because it seemed more fitting than GlaDOS, though their real name's Oracle. Had worked out an uneasy sort of deal with them before involving the Birds of Prey but that kinda came to an end after the 'Punisher Incident' in a Gotham park, turns out they don't like people being blasted into itty bitty pieces. Or shot. Or killed. We're not exactly on speaking terms anymore. Instead they've tagged Cable and me for all of the Bat Family. The attached files held a lot of info I'd have much rather remained private, including some pictures of my bad side. Takes a lot of nerve, that. On the upside this means I'm back to taking contracts in Gotham, just gotta watch my step a bit more than usual. As an added bonus, people seem to think that I'm completely unafraid of the Bats so I've been getting called on a lot more for work. Looks like I've played the odds and won yet again. |
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Scott Summers Yeah. Scott. We've butted heads. We've had agreements. We've shared some fun and games in Mureybet. Not sure where his head's at in the game but I've seen him be willing to take risks in an attempt to make things better. Probably best that we don't get in one another's way but when the chips are down I know he's good for blasting stuff with that weird power of his. Mutual tolerance. |
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Strilka I have no idea who this Ukrainian gal is other than she's bad news. Word is she's teamed up with Magneto's lot. On top of that she's a scary good shot and has some moves that rival my own. Keeping things on neutral ground until I can learn more about what her game is. Might end up having some mutual respect at the very least. Hasn't annoyed me yet, which is the most unusual point. |
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Tabitha This chick is not my first choice to bring along on Cable's little errands. Or my second choice. Or third. Heck, I'd be nervous taking her to the laundromat. On the other hand, she can make high-yield timebombs on the fly. I can think of approximately 13,410 uses--411 uses--for that kind of trick. Also, she's mighty fond of explosions in general. Don't have to reach far to find some common ground. |
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Wanted[]
Neena Thurman's Wanted List |