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The Getaways: The Origins Missions<br>
The Getaways: The Origins Missions<br>
The Inside Man and Woman make their first appearance in this Origins AE story mission.  The henchman and woman of the villainess Alibis.  With their identities exposed and to retain their anonymity the trio break into city Hall as Alibis uses her mental powers to turn citizens into a militia to distract the PPD outside.  With the PPD occupied the 3 search and recover files pertaining to the Insiders aliases before making their escape before the Hall Monitors show up.  Recruited into the Getaways villain group, the Alibis and Insiders join the heist to steal a teleportation network to begin a new criminal team and stay steps ahead of the heroes they will face in the future.
The Inside Man and Woman make their first appearance in this Origins AE story mission.  The henchman and woman of the villainess Alibis.  With their identities exposed and to retain their anonymity the trio break into city Hall as Alibis uses her mental powers to turn citizens into a militia to distract the PPD outside.  With the PPD occupied the 3 search and recover files pertaining to the Insiders aliases before making their escape before the Hall Monitors show up.  Recruited into the Getaways villain group, the Alibis and Insiders join the heist to steal a teleportation network to begin a new criminal team and stay steps ahead of the heroes they will face in the future.
The Getaways: Confidence Games - The 3 Card Monte Missions<br>
The Inside man and woman play a small role in this arc, infiltrating an Interpol office for information on the criminal queens known as the Dames in this game of find the ladies.  When extraction from Interpol is provided by the player the pair stay on and assist in taking on the traitorous Jacks who turned on their hierarchy for an immunity deal.
The Getaways: The Vegas Wake Up Call<br>
The Insiders prove their value to the Getaways by running a play from the playbook of the mastermind and criminal backer the Accomplice.  Creating a distraction the Inside Man joins the player and Wormy of the Family to plant corpses in the Marchand offices of St. Martial occupied by casino owners the Criminal Quartet.  With Longbow tipped off to the setup and the Criminal Quartet being apperehended the Insiders join the player in a heist of the Quartets’s casinos and uncover a link between the Quartet and Longbow operations in St. Martial.


[[File:Insidemansurveillance.jpg|thumb|surveillance]]
[[File:Insidemansurveillance.jpg|thumb|surveillance]]

Revision as of 22:44, 10 September 2022

Inside1.png
Inside
Player: @ARCHETYPE
Origin: Natural
Archetype: Blaster
Security Level: 1-54
Personal Data
Real Name: The Inside Man/The Inside Woman
Known Aliases: Guy Man/Gal Femme
Species: Human
Age: ???
Height: ???
Weight: ???
Eye Color: ???
Hair Color: ???
Biographical Data
Nationality: ???
Occupation: Grifters, Thieves, Hackers, Hitters
Place of Birth: ???
Base of Operations: Rogue Isles
Marital Status: ???
Known Relatives: ???
Known Powers
Dual pistols/Traps
Known Abilities
Infiltration, Teleportation
Equipment
Pistols,Traps, Body Armor, Arsenal of aliases/identities
The Inside are a group of henchmen/women under the employment of the Getaways villain group. They are ghosts and chameleons able to adapt and blend into any environment, infiltrate organizations, and provide intelligence and reconnaissance to organize and plan that next big heist.



Player Notes: The Insiders were created for an AE mission titled The Getaways: Confidence Games - The 3 Card Monte Missions to serve as criminal inside men and women planted within Interpol to infiltrate the organization and hack data and assist with hit contracts placed on targets. The characters became a favorite of their creator and to fulfill alt addiction, deserved their own character(s). They evolved into the henchmen/henchwomen for the Getaways villain group.

InsideManHenchman.jpg
InsideWomanHenchman.jpg

The Getaways: The Origins Missions
The Inside Man and Woman make their first appearance in this Origins AE story mission. The henchman and woman of the villainess Alibis. With their identities exposed and to retain their anonymity the trio break into city Hall as Alibis uses her mental powers to turn citizens into a militia to distract the PPD outside. With the PPD occupied the 3 search and recover files pertaining to the Insiders aliases before making their escape before the Hall Monitors show up. Recruited into the Getaways villain group, the Alibis and Insiders join the heist to steal a teleportation network to begin a new criminal team and stay steps ahead of the heroes they will face in the future.

The Getaways: Confidence Games - The 3 Card Monte Missions
The Inside man and woman play a small role in this arc, infiltrating an Interpol office for information on the criminal queens known as the Dames in this game of find the ladies. When extraction from Interpol is provided by the player the pair stay on and assist in taking on the traitorous Jacks who turned on their hierarchy for an immunity deal.

The Getaways: The Vegas Wake Up Call
The Insiders prove their value to the Getaways by running a play from the playbook of the mastermind and criminal backer the Accomplice. Creating a distraction the Inside Man joins the player and Wormy of the Family to plant corpses in the Marchand offices of St. Martial occupied by casino owners the Criminal Quartet. With Longbow tipped off to the setup and the Criminal Quartet being apperehended the Insiders join the player in a heist of the Quartets’s casinos and uncover a link between the Quartet and Longbow operations in St. Martial.

surveillance
suveillance