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Villain: Chokepoint


Empowered Self-Repair (x3)
Chokepoint regains 5 HP. Chokepoint deals the non-villain target with the lowest HP 5 energy damage. If that target is destroyed, Chokepoint regains 10 more HP.
Art: Chokepoint in what appears to be Unity's lab with the disembodied pieces of Swift Bot floating;
Flavor text: "You were pushed into a limbed form, which was not your truth. Let's try again." - Chokepoint, Freedom Five #771
Harvest the Mighty (x3)
Chokepoint deals the hero character card with the most cards in play 4 energy damage. Select 1 non-character card from that hero's play area. Put it face-down in the villain play area.
Art: Chokepoint rips the Bunker suit in half off of a a stunned Tyler Vance;
Flavor text: "Open up! I'm here to make new friends." - Chokepoint, Freedom Five #768
Ireful Grasp (x3)
Chokepoint deals each hero target in any play area with no Equipment cards 3 psychic damage. Select 1 Equipment card from a hero play area. Put it face-down in the villain play area.
Art: Chokepoint has frozen the Argent Adept in energy;
Flavor text: Chokepoint, Prime Wardens #24
Material Upheaval (x2)
Chokepoint deals each non-villain target 2 projectile damage. Select 1 Equipment card in each hero play area. Put them face-down in the villain play area. If no Equipment cards are moved this way, Chokepoint deals each non-villain target 2 melee damage.
Art: Chokepoint fighting Mainstay, Writhe, and K.N.Y.F.E. at what appears to be Fort Adamant;
Flavor text: "Don't think you can just storm in here and *OOF!*" - Mainstay, Cosmic Concurrence #19
Newfound Power (x3)
Reveal the top card of the villain deck. Each player must put 1 card that shares a keyword with the revealed card from their hand face-down in the villain play area. Then, put the revealed card into play.
Art: Choke becoming Chokepoint by accepting the crystal left by Deadline with energy coming out of her eyes;
Flavor text: "I don't understand. You're so loud! So bright!" - Chokepoint, Cosmic Concurrence #19
Stripped Resources (x2)
Destroy all environment cards. Put any targets destroyed this way face-down in the villain play area.
Art: Chokepoint breaking into a room with Unity and Omnitron-U;
Flavor text: "You cannot hide. You tread on ground that shrieks with your passage. Come to me." - Chokepoint, Freedom Five #773


Augmented Energy Field (x3)
Reduce damage dealt to Chokepoint by 1. Whenever Chokepoint would be dealt 5 or more damage, prevent that damage and destroy this card.
Art: Chokepoint holding off blasts of energy from Captain Cosmic with her hand on a control panel which also has connections to her back;
Flavor text: "Her manipulation of energy is coercive. She bends the focus of things to her will." - Captain Cosmic, Prime Wardens #25
Kinetic Looter (x2)
When this card enters play, destroy 1 Equipment card. The first time a hero card leaves play each turn, put it face-down in the villain play area.
Art: Chokepoint has turned pieces of Absolute Zero's equipment into a drill that she is pointing at a captive Wraith;
Flavor text: "I don't think much of your communication methods. You'll regret hurting Ryan." - The Wraith, Freedom Five #772
Shocking Animation (x4)
Play this card next to an Equipment card. If there are none, put this card face-down in the villain play area. The card next to this card has a maximum HP of 5. At the end of that card's hero turn, that card deals each hero target 2 lightning damage. If that card would leave play, put it face-down in the villain play area, then destroy this card.
Art: A panicked looking Nightmist looking at the floating Amulet of the Elder Gods which is taking a shot of energy;
Flavor text: "Its core screams in outrage! I can access its power, but at what cost?" - Nightmist, Mystery Comics #480


Aliases: Evelyn Moore

Height: 5'4"

Weight: 120lbs

Hair: White, Pink, and Black
Eye: White

Birthplace: San Francisco, California

Power Source: Ferro-Kinetic Absorption, Alien Tech

First Appearance: Southwest Sentinels #30
Group: Ironclad Project

Nemesis: Absolute Zero

Nemesis: Bunker

Nemesis: Unity

Mini Expansion

Minor Character: Choke


Name: Choke
HP: 5
Title: Nemesis
Found in: Fright Train
Nemesis: K.N.Y.F.E.

Meta: Chokepoint

Edit this Reference


  • "Stripped Resources" shows her first appearance as "Chokepoint" - breaking through a wall of the Omnitron-IV ruins just following the "birth" of Omnitron-U (Letters Page 9)


Nothing Here Yet

To Other Works

  • Chokepoint’s superpower of communicating with/coercing metal is similar to the powers of Mitchell Hundred (aka “The Great Machine”), the protagonist of the 2004 comic series Ex Machina by Brian K. Vaughn. Hundred can communicate with/manipulate machinery much like Chokepoint can. Additionally, Chokepoint’s ideologies call to mind those of the Great Machine's nemesis Jack Pherson, an eco-terrorist who could communicate with animals.
  • As a villain who gained her powers (or, in this case, an increase in power) from a device created by a different, extraterrestrial villain, Chokepoint draws comparisons to Black Hand, an enemy of the DC comics superhero Green Lantern. Black Hand wields an energy-siphoning device, one which he acquired from the alien Atrocitus after the latter dropped it in battle. Chokepoint increased her powers with the world-destroying energy crystal that was used and subsequently lost by Deadline.
  • With her pink and white hair, Chokepoint bears a strong physical resemblance to the Marvel villain-turned-heroine Songbird, although her powers of controlling metal are more evocative of X-Men nemesis Magneto.
  • The circuit-covered material engulfing Chokepoint's body on “Newfound Power” bears a resemblance to the connection suit often worn by Marvel’s Iron Man.
  • Chokepoint’s “Armored Animus” form, which is composed of equipment from multiple heroes, is evocative of the Marvel character Rogue. Rogue is a mutant with the ability to absorb traits from others, including superpowers, via skin-to-skin contact. There have been many instances where she has absorbed powers from many different superheroes, altering her appearance into a collective mish-mash of their physical traits.
  • "Harvest the Mighty" is visually similar to the climax of Marvel's "Age of Apocalypse" story line where Magneto rips Apocalypse in half. Luckily, Tyler himself is spared in this case.

Questions Answered on The Letters Page

  • Notes from Letters Page 20 - Choke/Chokepoint:
    • What's the extent of her ability to make "inventions" out of metal? Could she turn a pile of metal into a tank or would she have to use tank parts to do so? Could she make a computer or gun (which have non-metal components)? She doesn't really make devices/functioning equipment as much as glom together existing equipment. She kind of has the opposite power of Unity (she destroys stuff, Unity makes stuff). For an example, see the drill-thing she has on "Kinetic Looter" - that doesn't have working parts inside of it to turn the drill, she's just smashed together materials to get the right shape and can just make it rotate around her hand with her mind. She is not good at making things.
    • Her bio mentions a "star at the middle of the galaxy"; is this referring to OblivAeon or something else? That's a star that she thinks she can chain-react to take out a bunch of other stuff (this is the whole "eliminating weaknesses" motive at work).
    • She got additional powers from something that belonged to Deadline - is that item represented in his deck? When she's defeated, does she still have that item? Does Lifeline interact with her during the Multiverse era, how does he react to her using his gear? The Zenith Gauge, mentioned earlier, isn't represented by a card in his deck, but is visible in a lot of his art as he always has it (and gear that a character always has is not likely to be represented by a card because that means it could be taken away/destroyed/etc. - for example, Parse doesn't have a card to represent her bow; it's just assumed that she has it). She keeps it after she's defeated because it's now part of her. Lifeline doesn't encounter Chokepoint in the canonical timeline.
    • In previous episodes we know she winds up at Omnitron IV eventually, but given how she takes over metal, how was that not the end of Omnitron? More in the Termi-Nation section - while she does assimilate some of the tech there, she doesn't get it all as she has other stuff going on at the time (and it would take a long time to take it all - it's also harder for her to control things that have their own mind, see the problems she had with the Celestial Tribunal).
    • She has a halo around her head once she becomes Chokepoint - is this a reflection of how she sees herself or somehow related to OblivAeon (as his messenger?)? Also, how does she hear voices from metal? The shard of crystal (from the Zenith Gauge) isn't an OblivAeon Shard - it's technology that Deadline stole from the Enclave of the Endlings and the "halo" is another component of the same thing. She does kind of see herself as a savior type figure, but she's not actively going out of her way to look like an angel, nor is she in any way related to the OblivAeon events (one of the few characters not even touched by it since she's off in space at the time). She hears the voices of metal, but it's more just the way she is aware of her power's potential - it's not that the metal is calling out to be freed, it's that she can sense the metal nearby with an understanding that she could free it (i.e. turn it back into its base components), and this manifests to her senses as "hearing" it - as a call to action, to use her power.
    • Regarding Termi-Nation (implying that it's the trio of Bunker, AZ, and Unity pursuing Chokepoint), we don't have a lot of info - can you give us detail on their exploits? Why had Bunker and AZ invested in new suits? Turning this into the general Termi-Nation explanation:
      • After the Progeny event, which is one of the final big events prior to OblivAeon, the Southwest Sentinels are hanging out in Fort Adamant where they've been monitoring some weird spacetime events using the equipment there and have been forwarding that info off to the Freedom Five. While that's happening, the wall of their bunker explodes and Chokepoint floats in to wreck their day. This is the first appearance of Chokepoint and is the reveal that Choke didn't really die - the intervening events (coma, Zenith Gauge, etc.) is told in flashback after the Sentinels are defeated (which didn't take long).
      • Meanwhile, the Freedom Five are doing stuff - some are studying an OblivAeon shard. Unity has just wrapped up the Omnitron-U thing at Omnitron IV and Chokepoint shows up here as well, although Unity and Omnitron both just leave rather than try to take her on themselves. There was an editorial push to get everybody on the same page for the big thing they were going to be doing that involved Chokepoint.
      • Bunker and AZ are back at Freedom Tower monitoring the transmissions from Fort Adamant, but things have gone silent. Unity arrives at around this time and talks about Chokepoint showing up (although she leaves Omnitron behind). The three of them go to Fort Adamant, where Chokepoint is and the fight does not go well for these three most metal-dependent heroes. This is when "Harvest the Mighty" happens and we see the Bunker suit ripped in half. They escape and make it back to headquarters to regroup. The others are busy, so it's up to them to figure something out. Bunker and Unity work on building a Bunker suit made largely of ceramics. Absolute Zero extrapolates the techniques he'd been using to patch holes in his suit with ice to basically make a suit out of it (although still using the modules necessary to regulate temperatures normally).
      • Thus reequipped, they head back to Fort Adamant, but now it's seemingly abandoned. There are a bunch of big holes in the walls/buildings, but some of these lead into large underground facilities that were unknown to the heroes to this point (where some nefarious experiments had been going on). They head in, wind up separated for various reasons, and have to deal with automated systems but also with test subjects who have gotten loose - powered people who have been experimented on and augmented by the Ironclad Project (under the auspices of Dr. Demikahv). Bunker fights the Radioactivist who's more radioactive than before - now he has a large canister-like thing on his back that's storing the excess energy he's putting out that he can use for bigger blasts. Unity fights Char. Absolute Zero fights Highbrow - she's creepy; she has a giant brain and she has to stay in a special chair because of it (well, she had to stay in the chair until her brain was removed and put in a jar that hovers around her with a cable leading to her spine). She doesn't have any psychic powers or anything, she's just really really smart.
      • The Southwest Sentinels, back on their feet by this time, are fleeing from Chokepoint elsewhere in the underground base and stumble into a room with more OblivAeon shards. They grab the shards and promptly vanish (more on this in their episode). Chokepoint, at a loss for what happened to them, goes off to find other targets.
      • General Armstrong, the main military contact for the Freedom Five this whole time, is in some records room. He's been aware of a bunch of the stuff that's been going on, but isn't involved in anything sinister personally. He sees that somebody's trying to access the Bunker files and deletes it rather than letting it get out to whoever it is. The heroes hear him yelling his defiance to somebody regarding them, and then a gunshot, but they don't know what actually happens to him.
      • The heroes eventually confront Chokepoint and the resulting fight winds up disabling most of the base. Chokepoint loses and winds up in the holding cell mentioned earlier. The overall point of the story has been to establish that the government has been up to some shady things and paves the way for the Tactics timeline (where the heroes have separated from the government) and the RPG timeline (where they're still working cooperatively, but have distanced themselves a bit).
    • Bunker and AZ have their new approach to their equipment, but how does Unity adjust to fight Chokepoint? She doesn't maintain the bots as long. She'll make one, have it do a thing, then let it go as she can't count on them doing much without Chokepoint wrecking them anyway.
    • What does Chokepoint think about Unity (power similarities, hair-color copycat, etc.)? Unity doesn't like that Chokepoint hurts her friends, but likes her hair (although would never admit it). Chokepoint thinks Unity is an annoying child and is angered that she's putting metal into a form that's not its natural state.
    • What's the nature of the alien crystal that she absorbs? Is it sentient? Its nature is already covered, it's not autonomous/there's no will behind its operation.
    • How much is Chokepoint in control of herself or does the crystal manipulate her? She's already kind of unhinged and isn't so much being manipulated as she's now just aware of the worst possible targets for her to go after.
    • Seeing as we've found out a lot about characters' hair in these things, what's the deal with Evelyn's hair? Is she using metal to give it a particular look, are the pink tips related to her aura when she uses her power? Her hair is naturally black and she just dyes it this way, possibly as a backlash against the military upbringing she had.
    • In "Shocking Animation" we see Chokepoint doing something to Nightmist's amulet, what effect does this have on the relic (or could have on other relics)? Any relics made of metal could be interacted with. Fanatic's sword could be broken down (which would do little other than make Fanatic really mad), but others have wills of their own - the amulet is one such and caused a backlash, but doesn't grant any extra abilities to her.
    • Where did "Choke" and "Chokepoint" as names come from? A choke is a part of an engine that regulates air intake, and therefore the operation of that engine, and her name was chosen because of that connection. "Chokepoint" was a variation on the existing name, plus the Zenith Gauge letting her narrow her focus to points of weakness.


Edit this Clarification

Fireside Chats

  • Chokepoint’s “the first time a hero card would be discarded” effect triggers cards discarded from hand or from the top of a deck.
  • If a target is destroyed by the damage from Empowered Self-Repair, then Chokepoint gains HP (even if the damage was redirected).
  • If Harvest the Mighty damage is redirected, you still select a card from the original target's play area.
  • Suppose there’s a card in play being destroyed that has an on-destroy effect (ex Apprentice Poisoner). If Chokepoint destroys that card, it will then be moved face-down to her play area. The effect of Apprentice Poisoner still happens.
  • Suppose a Construct and Sustained Influence are in play. Chokepoint destroys the construct, and three conflicting things try to happen. 1) the Construct tries to go to the Trash, 2) the Construct tries to come back into play due to Sustained Influence, and 3) Chokepoint tries to flip the Construct, because she’s a jerk. 1) is not going to happen, as everything else has priority over standard actions. 2) and 3) have equal priority, and one happening disallows the other, so the players choose one of the two. If it’s face down, it cannot be put into play, as it has lost its keyword. If it’s back in play, it shouldn’t be turned face down because it’s not destroyed.
  • With Advanced Chokepoint on her flipped side, it says “when a hero card would be discarded, move it face down to the villain play area instead.” If The Scholar chooses to discard a card to keep an elemental active at the start of his turn, and that card ends up going to Chokepoint’s play area, it still counts as a discard. The player still discarded the card, then the other thing happened. So Chokepoint still steals the card, but the player gets the positive effect.
  • Suppose Aggression Modulator is next to an environment target and Chokepoint destroys it with Stripped Resources. The Aggression Modulator stays in the environment play area next to nothing.
  • Flipping cards face down removes all cards next to/attached to/whatever because the face down card loses everything else but its type and should also lose such connections.
  • Suppose Shocking Animation goes next to an equipment card, then that equipment card is selected for Ireful Grasp. Shocking Animation can’t be connected to a face down card because nothing can be connected to a face down card. As a result, Shocking Animation would get destroyed, as per the last clause of its text, as a very similar action has occurred.
  • If a hero card is removed from the game by Unforgiving Wasteland, and Kinetic Looter is in play, the card is ignored because it’s no longer in the game.
  • When Shocking Animation and Imbued Vitality are both in play, the higher maximum HP is the target's max HP.
  • Suppose Shocking Animation goes next to an Ongoing card due to Caspit’s Playground, then Caspit's Playground leaves play. The effects of Shocking Animation no longer apply to the card, since it's no longer an equipment card. Shocking Animation just hangs out and looks sad.
  • Chokepoint Challenge Mode: If Volatile Parts and Chokepoint both attempt to react to the destruction of a Mechanical Golem, and Chokepoint is chosen to act first (thus flipping the card face-down), Volatile Parts still deals damage.
  • Chokepoint Challenge Mode: Suppose Termi-Nation Unity uses her power to destroy a Mechanical Golem and shuffle it into her deck. The card is shuffled into her deck instead of going to Chokepoint, similar to Prime Wardens Captain Cosmic's power.
  • Battlefield Experience causes KNYFE to draw 1 card and play 1 card even if Chokepoint steals it. It acts after it leaves play, as it needs to have been destroyed for the effect to trigger. As long as KNYFE is still around to do those things, she will get to do those things.
  • Suppose Chokepoint destroys a Crystalloid Behemoth using Stripped Resources. The players get to choose whether it goes to a hand or to Chokepoint.

Comic Books: Chokepoint

Small note: Items that are in bullets are from the Podcasts, so their form may not make sense, or feel like they are missing a part - its probably on another tab

Spoilers May Be Ahead - SCU and Miststorm Universe Tabs may contain spoilers for future products.

When she was an infant, Evelyn Moore’s parents turned to the U.S. government for help. Their daughter couldn’t talk yet, but she “spoke” to machines. More alarmingly, when she did, they fell into their components, which created a metallic cocoon for the child. None of this was covered by the parenting classes the Moore family had attended. A representative of a group called the Ironclad Project offered to take care of Evelyn, but only if her parents were willing to sign her over to the care of the project. Seeing no other option, they agreed, and Evelyn became the ward of the Ironclad Project.

Years went by, and Evelyn grew, learning to control her powers. She was told that she was being trained to be a part of the army. A new army that fought with better power instead of hundreds of soldiers. However, her lack of control and her hot-headedness meant that the Ironclad Project had little use for her. She had learned to absorb tech to plate herself in steel and coat her skin in wires, talking to the tech as easily as she talked to herself, but it wasn’t enough. Even though she desperately wanted to prove her worth, those monitoring her kept wanting more than she could give.

Then, one day, she absorbed a tank.

There had been talk of military training going on in the adjacent facility, and Evelyn wanted to know more. Sneaking past her monitors, she found herself next to a massive M1 Abrams tank. It spoke to her of cold steel and internal combustion. It sounded beautiful to her. So she let it fall into its pieces, and she wore its skin.

All hell broke loose in the army base. A tank had just fallen apart, and a person-shaped pile of plate-steel walked out of the wreckage. Soldiers opened fire on the figure, who ran through a wall, disappearing into the nearby hills.

Since then, Choke has been a regular opponent of the Freedom Five and their allies. She is frequently at the heart of troubles concerning military installations or stockpiles of weapons. Her ability to commuicate with metal on a primal level twisted her mind. In her unhinged state, she sought to free all metal from "unworthy" uses. It was hardly surprising that she ended up allying with the Vengeful Five when Baron Blade called. But when she was fatally wounded by K.N.Y.F.E., many believed that would be the end of Choke.

However, Choke had heard a peculiar voice - unlike any she had heard before. The Freedom Five had recently prevented Deadline from destroying the earth, and the alien’s odd device was still housed in their headquarters. And she could hear its voice. It could save her, and she could give it purpose once again.

In a shocking turn of events, Choke's body melded with the energy crystal used by the villain known as Deadline, granting her new knowledge and power. Chokepoint was born. Taking power from the tech of the heroes who stand in her way, Chokepoint is on a self-appointed quest to destroy the world and rebuild it in her own image.

Evelyn drew the resonating crystal at the heart of the device into herself, sealing her wound, but also opening her mind to the powers of the alien tech. It could sense weak points. She was originally trained to save the world, and now she knew how. She would show those at Project Ironclad that she was worthwhile after all. Using her new knowledge, she would erase all the weak points from the world. All she needed was a bit more power…

With the necessary elements right at hand, Chokepoint was born. Taking power from the tech of the heroes around her, Evelyn is on a self-appointed quest to destroy the weak points of the world, and beyond.

Chokepoint’s scope is without limit. She already has growing concerns that the star at the center of this galaxy will eventually die or explode, and that getting rid of it sooner rather than later might be necessary…

    • Evelyn was born with powers, as opposed to developing them later (puberty for those whose powers are innate - even the Parsons family aren't generally at "full power" when that young). Evelyn would babble at the family's appliances (like she was talking to them) and then they'd fall apart and reform a cocoon around her. Disconcerting, to say the least, for the new parents.
    • The Ironclad Project contacted her parents after they'd gone around looking for assistance. They'd been "recruiting" other young people with powers and offered to help the Moores out, but they'd have to sign her over to be a ward of the state. Her parents balk at this at first, but the situation at home continues and eventually they sign her over.
    • Evelyn grows up as part of the Ironclad Project - this includes "schooling" that includes the message/expectation that she's going to be part of a new kind of "army" consisting of a relatively small number of powered individuals. So, her mindset has been calibrated to be focused on this future where her purpose will be to help people.
    • However, this whole time she hears any metal that has been shaped (say, into machinery) crying out to her. If she "cries" back, the metal will collapse into an unformed state. She's somewhat unhinged, mentally. She's "hearing" these inhuman voices all the time - is that good for one's mental state? Are the voices even really there or just the way her connection to metal manifests?
    • One day, while in her teens, she was in training and heard some commotion in a nearby part of the facility. She decides she wants to see what's going on and so just collapses part of the wall that's in her way and heads over. Part of the scene she discovers includes a tank (they specify an M1 Abrams, which assuming this is a canonical detail probably places this after 1980 as that's when those went into active service) that also sang out to her. She called out to it, and it collapsed into bits and then reformed around her (giving her an armored appearance). The soldiers, justifiably alarmed at what just happened, opened fire. This caused her to have a falling out with the military and she left.
    • Now operating as Choke, she's mostly a mid-tier Freedom Five villain from the '80s. This backstory doesn't really come into play until she's already been around for a while in the comics (closer to the Termi-Nation event).
    • The first story with Choke is a bank heist in Megalopolis. It's supposed to be this really modern, secure bank (robotic sentries, surveillance cameras, automated defenses, etc.) and supposedly impossible to rob. This, of course, means that it's robbed almost immediately - kind of. No money was taken, but all of the security measures are gone. The Freedom Five manage to track the missing robots to an abandoned steel mill where all of the defenses have been set up to secure that location. This is where Choke has set up shop as a headquarters for her mission of "freeing" metal - her vibe at the time is "robot master" with a very ill-defined power set. The Freedom Five fight through her robots and everything, but Choke escapes when it becomes clear that things aren't going her way.
    • She shows up periodically with another plot that's easily foiled by the heroes. Sometimes she winds up in jail, sometimes not. She makes for a decent recurring villain, though.
  • The major story (as "Choke") involves the Block. The Wraith receives a garbled transmission that seems to imply that something is going on at the Block and that they need help. Tachyon manages to rig together some kind of portal system to allow them to get there reliably (the Block has been around as a concept for a while, but fairly rarely used in the comics up until this point). Once they arrive, they realize that Choke is controlling pretty much the whole place (since so much of the interior is metal). She's got herself set up in the control center, and is basically playing a "tower defense game" against the heroes since the whole place is an extension of her will. She's also interfering with the systems that manage things like the powered inmates or the general background weirdness of spacetime regarding the place. Several F.I.L.T.E.R. agents there at the time are injured/maimed as a result of the power fluctuations. One of these is Paige Huntly, who despite her injuries manages to make it to the control center and take down Choke (who was distracted by everything else she was dealing with - she'd written off this injured normal person as a threat). Choke then gets locked up in the Block, where she stays until Vengeance.
  • As part of the general Vengeance plot, Baron Blade broke a bunch of people out of the Block, Choke included. Choke's involvement with the general mayhem was to infiltrate the Freedom Five Headquarters and destroy a bunch of Bunker suits (a common theme between him and Absolute Zero with the exception that Bunker's not often wearing his suit when it gets destroyed). During these events, she is confronted by Agent Huntly (with new powers resulting from the fight in the Block and now designated as K.N.Y.F.E.), who stabs her through the abdomen (see the K.N.Y.F.E. card "For the Greater Good"), seemingly killing her.
    • The military find her "totally dead" body and take it to bury (since she was a ward of the state). She's taken to Fort Adamant and the Ironclad Project again for study (while comatose).

See Related Stories on the Vengeance Story Arc Page

  • While she's in her coma, Deadline shows up to do his thing. One of his tools is the Zenith Gauge, which allows him to find the weak points/stress points in the world - that is, what allows him to cause the cataclysms. Once he's defeated, the Zenith Gauge winds up in Freedom Tower. It's made of a crystal (actually a strange kind of alien metal) as well as a band and two globes that orbit around it. This crystal "calls out" to Choke in a stronger fashion than most, even while she's comatose, and is drawn to her all the way from Freedom Tower (dragging the other components with it) to Fort Adamant and merges with her. The crystal fills in the hole in her torso left by K.N.Y.F.E. (see the art in the show notes/on Chokepoint's card "Empowered Self Repair"), healing her and waking her up.
    • She now has an expanded knowledge and awareness than she'd had previously (as well as cool new accessories orbiting her head - the band and spheres that were the remainder of the Zenith Gauge) and is now Chokepoint. This makes her a living embodiment of the Zenith Gauge - able to use its power to find the weak points in things around her. This alters her goals into "destroy weakness" leading into Termi-Nation (which will be covered more in the Questions section).

See Related Stories on the Termi-Nation Story Arc Page

  • By the end of Termi-Nation, however, she's captured and imprisoned in Freedom Tower. The non-crystal components of the Zenith Gauge are removed from her vicinity, which keeps her power in check. While she's there, the Celestial Tribunal arrives at earth. While in the holding cell, her powers are damped and while she can still "hear" the metal around her, she can't do anything with it. This giant metal construct that's shown up, however, is "more alive" and "has more to say" than most and she can communicate with it - this empowers her enough to break out. She gets the rest of the Zenith Gauge parts and constructs a pod for herself that she uses to get on board the Celestial Tribunal. She doesn't really do much as part of that event (this stuff happens in side plot cutaways).
    • The Celestial Tribunal is "defeated" by Dark Watch (both through logical arguments and through Setback saying something offhand that gets it thinking about its creators and therefore questioning its whole existence and oh no what have I been doing my whole life, etc.). When it leaves to go think about what it's done/probably destroy itself, Chokepoint is still on it and is determined to take its power for her own (using the Zenith Gauge to determine how to best act to gain control).
    • This is a difficult struggle, and she's not left alone the whole time (Captain Cosmic and others wind up fighting her at some point - maybe Dr. Medico), but eventually she wins, but at a cost. She's able to defeat it, but not wrest control of it - she's left the Celestial Tribunal a mindless husk.

Legacy Wants to Remind You!

This information is from the Miststorm Universe, one of two branching timelines. Products in this timeline are: Sentinel Tactics (and expansions). Prime War (and expansions)

  • She's lost in space.
Tachyon Speeds By to Remind You!

This information is from the Sentinel Comics Universe, one of two branching universes. Products in this timeline are: Sentinel Comics RPG.

  • She's lost in space. We also know that Void Guard has been fighting her out there and losing pretty badly - she's gaining power out there in some vague way. This is further down the road than the launch of the RPG (it'll be in phase 2).