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About Thevshi

  • Rank
    Party Planner
  • Birthday January 15
  1. Veronica Danger

    Veronica Danger Power Level: 10/12 (180/180PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Globetrotting teenager from a family of explorers who picked up some magic along the way. Catchphrase: "Did I ever tell you about the time that…" Alternate Identity: Veronica Danger (Public) Birthplace: Nice, France Residence: Claremont during the school year. Danger Manor when not in school or off with her parents. Base of Operations: Claremont Occupation: Student Affiliation: Claremont; Danger International Family: Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. While Veronica's parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age. She is also reasonably close to her Aunt Rachel (her father's sister). Janus Danger (cousin) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5' 4" Weight: 115 lbs Eyes: Brown Hair: Brown Veronica has a slim build, as might be expected of someone who has spent her life being physically active. Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way. She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt, either long or short sleeve depending on the temperature. Her normal footwear of choice is well broken in hiking boots and thick socks. Veronica is rarely without her bronze colored amulet, which she wears on chain necklace. The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. In addition, Veronica is almost never without several chains from which hang several dozen small charm like trinkets she has picked up from around the world. History: Veronica's father is the second son of Rex Danger (Ace's younger brother). Rex II took after his grand-father, travelling the world and exploring remote locals. While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field. It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation. It was not long before the two were married and began traveling the world together. After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France. It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures. From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited. As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar. Veronica's attention was grabbed by a small circular amulet of what appeared to be bronze. It was a bit dirty and battered, but was covered with markings in a language she did not recognize. There were also four empty sockets that once appeared to have held gemstones. Despite the amulet's poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life. She was able to learn that the amulet she had purchased provided her with a variety of protective magic. She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects. When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall's presence. After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy. They also felt it might be good for the girl to spend a bit of time among peers her own age. The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. Personality & Motivation: Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring. She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better! But she also has embraced the spirit of her family’s humanitarian efforts, wanting to help those in distress and improve the lives of all. Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. Powers & Tactics Given her abilities have just recently manifested, Veronica is still learning to use them. Her magic sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight. The amulet she recently obtained in Istanbul provides her considerable protection. Currently she believes there is magical power that resides in the small trinkets she has collected over her life and that she is able to link them together to create various effects with them. Currently, she is rather limited in what she can do with those trinkets, typically setting them for one effect at a time. Complications: What's over that hill? Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries. Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret, Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends. Responsibilities: As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up. Ancient Artifact: Veronica's amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it. There may be those that are searching for the amulet for their own purposes. Just fell into my lap: The amulet ended up in Veronica's possession under some mysterious circumstances. There may be more to this than just happenstance. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities 4 + 8 + 6 + 8 + 8 + 6 = 40 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 16 (+3) Combat 12 + 10 = 22 Initiative: +8 Attack +6; +8 Ranged Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed Grapple: +8 Knockback: -5/-4 flat-footed Saving Throws 4 + 4 + 4 = 12 Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll) Fortitude: +10 (4+ 3 Con +3 Enhanced) Reflex: +10 (4 + 4 Dex +2 Enhanced) Will: +12 (4 + 4 Wis +4 Enhanced) Skills 96 Ranks/ 24 pp Acrobatics 7 (+11) Climb 8 (+10) Concentration 6 (+10) Craft: Art 4 (+8) Diplomacy 5 (+8/+12 w/ Attractive) Drive 4 (+8) Kn; History 5 (+9) Kn: Arcane Lore 4 (+8) Kn: Theology and Philosophy 4 (+8) Kn: Physical Science 4 (+8) Languages 7: (English native) (French, Arabic, Hindi, Latin, Turkish, Read: Hieroglyphics, Ancient Greek) Notice 7 (+11) Pilot 1 (+5) Riding 8 (+12) Search 4 (+8) Sense Motive 6 (+10) Survival 6 (+10) Swimming 6 (+8) Feats 18 Attack Focus: Ranged 2 Attractive Artificer Beginner’s Luck Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4] Defensive Roll Dodge Focus 2 Eidetic Memory Equipment 9 [From Veteran Award] Improved Initiative Jack-of-all-Trades Luck 2 Move-by Action Equipment 9 Danger-Cycle (Vehicle) [36EP] Size: Medium {0EP} Strength 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +10 {5EP} Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications 4 (radio, 1 mile) {16EP} First Aid Kit (+2 Medicine checks) [1 EP] Survival Kit (+2 Survival checks) [1 EP] GPS Receiver [1 EP] Multi-tool [1 EP] Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP] Binoculars [1 EP] Flashlight/chem lights Powers 17 + 1 + 1 + 25 + 16 + 4 = 64 Magic Third Eye Super Senses 17: Magic Awareness/Detect (visual) [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment (Power Loss; lead (-1)) [3]; Extended (100’ increments) [1] (magic) [17 pp] Speed 1 (training) [1 PP] Leaping 1 (training) [1 PP] Magic Gadgets 5 (25 PP Variable Power, Any Power, Multiple Powers at Once; Flaws: Hard to Lose; Action (Full Round); Duration: Sustained)] (magic) [25 pp] Sample “Gadgets” Blast 10 (Feats: Accurate) {21/25 PP} Healing 10 {20/25 PP} Telekinesis 10 (Feats: Accurate) {21/25 PP} Amulet Device 4 (20 active points; hard to lose) (magic) [16 pp] Protection 5 {5} Enhanced Defense 3 {6} Enhanced Save: Willpower 4 {4} Enhanced Save: Constitution 3 {3} Enhanced Save: Reflex 2 {2} Climbing Axes Device 1 (5 active points; easy to lose; extra weapons (1)) [4 pp] Enhanced Feat: Climbing 4 {1} Strike 2 (Feats: Mighty, Split Attack) {4} Stats 40 + Combat 22 + Saves 12 + Skills 24 + Feats 18 + Powers 64 = 180/180 Notes: Right now her combat caps are only met by using her variable magical gadget pool. Currently she believes that she is able to harness the magical power in the small trinkets she has collected over her life, but in reality the power truly comes from her and those trinkets are merely a focus. In time she will lean she does not need the focus, and her gadget pool will become a more traditional magical array. In addition, her amulet is an ancient artifact, which is missing four enchanted gemstones. If she can locate those stones and get them reattached, she will be able to unlock additional powers in the amulet.
  2. Revanche Engines of Destruction (OOC)

    Well, the problem is you do not know the destination. Without at least a general idea of where you might need to go, you cannot teleport there.
  3. Hypno-Hippie (PL10) (Work in Progress)

    Ari, I do not think that is really an important issue. We require people to hit PL caps, it does not really matter how they do so as long as they meet the rules/house rules, which the character’s defense/toughness now does. You are much closer now Syl. There are still a few minor formatting issues, but those can be cleaned up. The one thing I see now is that with your changes to your array, you are not quite meeting offensive PL caps anymore, as your Stun is only 9 ranks now. Given that the Stun is perception ranged, there is no need for it to be Accurate. Also, precise does not do anything for Mind Control, so drop that feat (you do not need to spend every single point in an array in each slot).
  4. (IC) Do You Have To Be An Ocean Away?

    Tsunami Giang had sensed the water of the underground river as they had moved down to the chamber near the powerful artificial chamber. She met her mother's gaze with calm. "I am no killer." She replied when Murjana mentioned her not being present to cause her harm. "Despite what my father may have sought to have me trained to be. Nor do I have any reason to bear you ill will." As to the question about her break with her father, Giang gave a small nod. "For my part the break is complete. I have not seen my father in over five years, having chosen to run away from him shortly after being taken to Hong Kong to join him and my older half-siblings. While his agents, and those of other parts of Dr. Sin's criminal empire, are still generally looking for me, I do not make a habit of seeking out those agents. Soon I might wish to take a more active role in opposing their criminal enterprises, but for the last few years I have led something of a normal life, when I have not found it necessary to use my powers to protect those in need."
  5. Interstellar Space Along the outer length of the Perseus Arm, near the border of Khanate Space Lor time mark 1795.3 [March 2, 2018 (Terran Calendar)] The Praetorian spacecraft Kavaca moved along through the dark void of space, currently moving a considerable speed, but not nearly at its top speed. Aboard the sleek silver spacecraft were several members of the Praetorians. Ha'li Ca'vur, an independent Grue that typically assumed the form of a Dordant female was at the helm of the Kavaca. Ha'li, or Hazmat as she was also known, found the sleek Praetorian craft to handle far better than a craft its size should, performing as well as a standard Starfighter might. Chlo'zel Elzak, also known as Galvanic, was also on the bridge of the Kavaca, seated at a science station. The Tempestian was monitoring the Kavaca's powerful sensors as they continued to scan the nearby regions of space as the vessel moved through the parsec. Also present on the bridge were Magnetar, who had magnetic control powers and the towering, eight foot tall reptilian Seresk. Magnetar was seated in another of the chairs on the bridge, handling the vessels navigation. Seresk was seated in an oversized chair at the communications station, monitoring for any transmissions. The four Praetorians had been sent out to this region of space near the Stellar Khanate to help patrol the area around several systems that had declared independence from the Stellar Khanate following the Incursion. For some time this region had been in considerable turmoil, with numerous pirate groups operating in the area, not to mention the power struggles within the Stellar Khanate. With the independent systems aligned with the Coalition worlds, the Praetorians had offered their assistance in protecting the region, working in conjunction with the Star Knights to help patrol the area and deal with any threats. Currently the region seemed to have stabilized some, the numbers of pirates seeming to have dwindled. But that did not mean that the patrols of the area had stopped, even if they had started to become generally less eventful. "Bring us around to heading mark 5." Magnetar stated to Hazmat. "That will take us toward the Alurian System. Anything on sensors?" He asked Galvanic.
  6. Crash on Volturnus (IC)

    GM Emorda gave a small nod as Starshot indicated that they would have a tight timeframe to try to get close without being spotted. As Starshot watched the remote cameras, he observed they moved in about a ninety degree arc, taking a full two minutes to start at one end of the arc, pan to the opposite end and then completely return. They could certain time movement when there were blind spots, but it would only be for about half a minute at a time. While he was zoomed in studying the cameras, Emorda nudged him and Starshot refocused back out some, seeing that the combat robot had moved back to the west side of the structure, having come back around from the southside. It moved past the vector thrust vehicle and back along the side of the structure Starshot and Emorda were on, before disappearing back to the north end, headed east once more. About five minutes later, the robot came back into view coming along the southside once again. As it moved back along the western side of the building, it once again entered through the door it had come out from, going back inside the structure. Continuing to observe for a bit longer, the combat robot then reemerged ten minutes later, performing the same clockwise circle around the inside perimeter of the fence, each circle taking five minutes. It then entered the structure once again.
  7. (IC) Do You Have To Be An Ocean Away?

    Tsunami Giang had not met her mother's gaze until after Monsoon and Murjana had spoken to each other in Arabic, at which point she had looked toward the older woman, meeting her gaze calmly. When Murjana spoke in Mandarin, Giang gave a slight bow in response. <"Of course."> She replied in flawless Mandarin, looking back at the Crocodile Emir and the royal twins. "I am honored by your generous hospitality Crocodile Emir." She replied with a bow before focusing back on the twins. "Please excuse me your highnesses. If other matters require your more immediate attention, I will see you at the appointed time." Bowing once more she then followed after Murjana and Monsson into one of the side chambers.
  8. Revanche: At The Point Of A Sword OOC

    Okay, because the second Khanate soldier is trapped in a bubble, Queenie is up!
  9. Revanche: At the Point of a Sword (IC)

    GM Spectra continued to translate Queenie's words for the Zultasian that the Terran had managed to trap inside her force construction, but the soldier stood quietly, showing little sign of providing any answer’s to Queenie's questions. As the two Praetorians were focused on the trapped soldier, a blast of energy came from just inside the entrance to the tower, striking Queenie's forcefield, but otherwise dissipating harmlessly. Kneeling inside the doorway of the tower, another Zultasian soldier had appeared, dressed similarly to the one currently trapped by Queenie. It was at that moment that the two Praetorians heard a muted *BOOM* that appeared to originate from somewhere on the upper levels of the tower.
  10. Shaking the Branches (OOC)

    Jack fails his will save vs the Taunt. He gets a 16 for his toughness save, so that would be another staggered, which means he is out! Because Malcom is prone, that second attack will hit him. He gets a 26 on his toughness save, which means another bruise.
  11. Crash on Volturnus (IC)

    GM The vision enhancements in Starshot's helmet helped him to zoom in toward the pirate outpost that lay to the east of the ravine. He saw that it was surrounded by a high fence about ten feet high topped with barbwire. He was not positive from this distance, but he believed the fence might be electrified. The outpost itself was several cheap modular construction units, arranged together to form one single structure. It was not a perfect square shape, with an space inside the southwestern corner of the fence forming a small open space where a small vector thrust vehicle was parked. Up on several corners of the building, Starshot could also see remote cameras, that slowly swept back and forth, focused out on the sands around the outpost. As he studied the features of the building, Starshot saw a door along the western wall of the building slide open. Moving out of the door was a human sized robot. This one seemed heavily plated, and had an energy weapon built into its right arm. The robot began a patrol around the exterior of the building, covering the area just inside the western fence, before moving to the north and moving back around toward the other side of the outpost.
  12. Shaking the Branches (OOC)

    That hits, particularly given he is fatigued. He only gets a 19 on his toughness save, so it bruised and dazed and knocked off his feet. With Jack staggered and dazed, that brings up… Round Eight 32 Foreshadow (bruised 3 HP, fatigued) 29 Synapse (bruised, 3 HP) 21 Malcom (bruised 2, fatigued) 17 Bloody Mess (unharmed, 3 HP) [7th round of Boost] 14 Jack (bruised 3, staggered) Foreshadow is up!
  13. Revanche: At The Point Of A Sword OOC

    Okay, I believe Gran has things going on, so Spectra will continue translating. That brings up… Round Three 20[/ur;] Khanate Spec Op #2 (unharmed) 15 Khanate Spec Op #1 (unharmed, in force cage) 8 Queenie (unharmed, 1 HP) 5 Spectra (unharmed, 1 HP) The second Khanate trooper (inside the building) fires as Queenie, hitting with a 23. That is a DC 20 toughness save for her (the attack has enough penetrating to get through her impervious).
  14. Crash on Volturnus (OOC)

    Okay, let me know how you want to handle observing the pirate outpost. Just a Notice check? Or do you want to take time and Take 10 (or even 20) on some Notice checks?
  15. Crash on Volturnus (IC)

    GM With Starshot's statement, the rest of the group moved into the slim shade offered by the ravine and sat down for a rest. Soreen offered Emorda a pair of macrobinocoulars to assist him with scouting out the target. The Kurabanda then moved through the ravine with Starshot. As the pair neared the end of the ravine, Emorda slowed their pace down, indicating they should be above to see the outpost from the mouth of the ravine. Moving up behind some rock formation that were present at the mouth of the ravine, Starshot and Emorda were able to hide behind them as they peaked up to look out at the desert beyond. The desert flattened out considerably from the mouth of the ravine, with low dunes creating some depressions, but otherwise the area was mostly flat terrain. About three hundred meters from the mouth of the ravine was a building out among the flat desert terrain.