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  1. September 7, 2012 Sharl wasn't sure what to make of the assignment he'd gotten from Ms. Harcourt, Claremont's hardworking science teacher, but he was there anyway for the "special team project" she'd invited him for. As more of his teammates arrived, it soon became clear that most of Young Freedom, and even one or two faces outside of it, had been invited along for the elective. They were in one of Harcourt's science labs, and Citizen found himself studying the homemade equipment with undisguised fascination as more people entered. _Could she really have made one of these out of household items?_ he thought with a little amazement as he drifted around a big kitbashed cylinder of electronic parts in the center of the room. "Come on in, everybody!" called Harcourt as more students entered. "Those of you who were asked to bring bags, and that's everyone who could, make sure you have those before you find a seat. This will be an overnight trip, and you need to be self-sufficient."
  2. OOC for This Thread. Shortish intro thread that will bring Ghost Girl into Death Count Thread
  3. GM Saturday 4th August, after sundown... Mrs. Fairfield was an old woman, nearly eighty and looking every inch of it. She was still of reasonable height, and weight, but was stooped over and walked with a stick. Her hair was completely white, tied back, and reading glasses tumbled from a chain around her neck. There was something sprightly in her eyes, despite her venerable body. Something that spoke of a sparkling youth. The speculative soul, on examining her would wonder about just how handsome and attractive she would have been decades ago, for there was the remnant of youthful beauty still. She stuck to the main streets, gripping her stick, and scowling at anyone she thought might mug her. She wouldn't normally roam the streets. But the dreams.... Something was up, of that we was sure. Ever since that Russian Priest had come in, all polite. Knew a lot. Asking about all sorts of stuff from her shop, and religion, and magic. She prided herself on having a firm academic base, but that man knew more than she ever would... And then, he was asking about Ghosts. Said he wanted one. No...he needed one. Yes, that was his words. He needed a Ghost... And then came the dreams. Vivid, magical dreams, exciting and terrifying at the same time. A dream of a girl... There! She stopped and stared at the youngster on the street. Peering at her with an open jaw. Just like the dreams!!! She approached the young girl. "Excuse me, dear..." she said, politely, her fingers tapping on her stick. "I know this sounds, well...senior..." she laughed. "But I have the sensation I know you. I have...dreamed of you..." she explained, rather awkwardly.
  4. July 2012 Freedom City was an especially alien place in the summertime, given that Citizen had come here from one of his too-few visits back home. The heat poured off the naked alien sky overhead in a hot, moist blanket of humidity, the bizarre scents of humanity en masse rising from above the streets as he wafted his way through the sky towards Claremont Academy. Citizen had been in contact with Miss Americana since his departure, of course, as well as sending emails to his friends, but this was the first time he'd been back on Claremont's campus since his departure at the end of the formal school year. It was also the first time he'd brought his friend. "Hey, come here, Lora!" called Sharl, snapping his fingers towards the sky and bringing forth his dog! Lora was a black and brown canine from the German Shepard breed, an alien creature who'd had to board with a programmed sitter at Miss A's placewhile he visited a city where such creatures would have been an alien menace. But here on the streets of Freedom City, Lora was just another dog. It had taken some work to bond with the creature, but she was a nice doggie. Gina had made her well. Lora jumped up and licked her young master's face for a moment, making him sputter and reset his glasses, before he affectionately scratched behind her ears and went to look for his friends, cyber-dog in tow. Lora's holographic paws skittered lightly as he headed up the steps into the dorm building that he and Koshiro had shared.
  5. Nick Cimitiere, Ghost Girl and Wraith deal with an extremely weird smuggling ring.
  6. Monday, June 4th 6:16 PM Eric LaCroix had just gotten off his shift at the Black Petal, and was enjoying the time before his night job began. Usually he'd go right back to his apartment, bolt down a sandwich or something pre-made from Trader Joe's, then get on the makeup as soon as twilight hit and head out to Lantern Hill. But one of the things about getting closer to the Summer Solstice was that twilight got later and later, which gave him a bit more downtime. So, with some cash from tips in his pocket and not much else to do, he decided to head over to Pyramid Plaza. For a resident of Freedom, Eric never really got much chance to check out the landmark plaza. Sure, there had been the luncheon for various practitioners that had been thrown soon after he'd settled down in the city, but his day job usually kept him around Riverside and his night work didn't often take him to places so peaceful and well-maintained. As he walked away from the food court, a pulled pork sandwich in his hand, he took the time to take advantage of the rare peaceful hubbub. It said a lot that the chorus of screams sounded more familiar. Setting the pulled pork sandwich aside, he found a place in the shadows to duck away to the back corner of Hades' demesne where he kept his work gear. Within a few seconds, Nick Cimitiere was back out in the world of the living, scanning the street for the source of panic. He found it across the street, as dozens of people were running out of an apartment building that looked like a fortress carved from marble. He thought about stopping to ask someone about what was going on, but figured a skull-faced man stopping them in a time of crisis would not help anyone. So he danced around the crowd, pushing his way into the building and towards the horror within.
  7. Power swapping! Whee! We'll catch up with the first bit soon enough, but for now just describe arriving at the museum.
  8. May 18, 2012 The first thing that Kimber Storm noticed as terribly, urgently wrong as she staggered, coughing from the cloud of smoke was not in fact that she had to cough or even stagger. Neither should have been a concern for the long since deceased poltergeist, but her first thought was that she was wearing absolutely the wrong hood. Rather than the ethereal cowl of her usual reaper's cloak, this was a heavy fabric attached to a sweatshirt with the sleeves ripped off and something scrawled on the front in stylized spraypaint. The jumpsuit underneath she recognized as the Claremont Academy uniform, which she was also sure wasn't right. Raising her hands to pull the hood out of the way, she saw that they were a healthy pink, undeniably solid and beating with a pulse. "Oh, marmalade," the living girl gulped. Thirty Minutes Earlier It took a lot of concentration from Kimber to keep her excited feet on the floor as the group of students entered the famous 'Super Museum' in Midtown, and even more concentration to keep her excitable body language confined to the shelter of the black umbrella blocking the sun's rays from revealing her as a translucent specter. The school trip to see the recently unveiled Lucas Collection had prompted a few significant looks between the senior members of the current iteration of Young Freedom, but the entusiastic Canadian was just looking forward to seeing all of the memorabilia in person. If all of the pieces were half as interesting as the ones mentioned specifically in the brochure, it was bound to be a memorable day!
  9. The New Midnighters on their first real mission - dealing with Tarot troubles on the Boardwalk.
  10. April 26th, 2012 9:37 PM Down on the beaches, the crowds were pouring out. The people who wanted to celebrate the weekend one day early, the desperate, the young lovers. Given all things, Nick Cimitiere would rather be there - and he couldn't rule out that his business might take him there. But there were more pressing matters to attend to. The necromancer stalked through the back alleys of businesses and townhouses that served as connective tissue between the Boardwalk and Southside. Over the past few nights, there'd been a number of... "sightings" might be the best word. "Visions" if you believed, or "hallucinations" if you were a cynic. The witnesses, many of whom had had more than a few drinks, had described glowing, ephemeral beings moving through the neighborhood, either flying overhead or tearing through at great speed. One person, especially poetic under the influence, had described them as "more real than real." Nick might have written it off as fancy... if not for Angela Zilani. A local medium of some repute, Zilani had been found dead in her apartment, seemingly burnt to death. The funny part was, nothing else had caught fire. She'd been the only target of something using a very controlled burn. It was safe to say that if these beings were responsible, they really didn't have the best of intentions. It might have been folly to search all of the Boardwalk alone, looking for the first sign of phantom activity. Fortunately, Nick wasn't doing it alone. He pulled out a slate with three glyphs on it - representing his partners in the endeavor - and ran his fingers over the simple trinket, opening a line of communication. "Things are dead out here. And not in the exciting way. Anything on your end?"
  11. Amongst all the drama, be it world-threatening or simply teenage growing pangs, it was often easy to forget that Claremont was first and foremost a place of education, albeit one with a truly unique curriculum. Given the broad spectrum of powers and abilities the students were there to hone, it simply wasn't feasible to have an expert in each and every area on staff. Instead, part of the senior students' own development involved aiding their underclassman peers where they were able. So it was that Eve Martel, the supremely talented telepath and telekinetic better known in some circles as Sage, had organized something of a study group with two of the school's junior students who both hailed from outside the United States and were versed in the application of mind over matter. While Kristin Jones, the redheaded Australian who sometimes went by Glow, had by far more raw telekinetic ability than the spectral Deceased-Canadian Kimber Storm, the gregarious Ghost Girl, the object of the exercise was in fact fine control. Eve had instructed them to meet her after afternoon classes in the campus' zen garden, a secluded and rarely visited spot free from distractions. Unfortunately, tranquility was not one of the words most commonly associated with Kimber, who bobbed up and down excitedly in the air as she arrived, the light of the waning sun washing through her translucent blue form, obscuring her outline from the right angle. Although it was a perfectly calm day, the poltergeist's hair rose and fell as though caught in an unseen wind or current. "Am I early?" she chirped eagerly.
  12. Second Week of January, 2012 Young Freedom 2.0 goes to the Sanctum, and by extension to the Claremont Academy. (This is set after Wraith's return from the Hunter planet, chronologically)
  13. Second Week of January 2012 Christmas and New Years were not a particularly meaningful holiday for Sharl, lacking a cultural understanding of the holiday and a chronological mindset that made the change between one year and the next relevant to his day-to-day life. It wasn't even like he'd gone onto a new grade at Claremont yet, something that made all this talk of school years seem terribly archaic. But things had gone pretty well for him; he'd gotten a house upgrade from Miss Americana that he was still customizing; the incredible, sinful luxury of another five rooms to himself, not to mention a simulated animal to tend to, was still something he was trying to wrap his mind around. Home and how different it was from Claremont had been on his mind lately: he'd managed a trip back home during the school holiday to visit his family in Tronik and to do some more superheroing in his home city, where the "mysterious Citizen" had gotten a chance to pull off some pretty impressive feats of derring-do, culminating in a spectacular rescue of a sinking exploratory ship on its way to visit the new set of islands Leroj had helped raise at the end of the previous month. No one on the outside had seen that, and maybe none of them would care, but he'd still felt good about it coming out. And that, he thought, had been that until Mr. Summers had summoned him and all of Young Freedom into his office the first day they were all back on campus after the Christmas break. Even with Mrs. Harcourt, by no means Sharl's favorite teacher, as their chaperone, Sharl was inordinately happy: they were going back to the Sanctum, the place that held his home, and with any luck his friends would be able to see it for themselves! With his usual laptop as his companion, Sharl put aside his house and went to work studying the school's files on the Sanctum again, heedless of the Arctic winter outside their jetplane window. After all, the Sanctum was one of the great repositories of super-tech on Earth, as well as the home of his home city: he'd better know something about it!
  14. Friday, October 28th 5:39 PM It was another quiet day at the Black Petal Cafe, and Eric LaCroix was pretty happy about that. It had actually been a rather quiet month - ever since the incident at the Parkhurst, it had been a good month of simple dealings with the restless dead and the occasional exorcism for flavor. Every so often there'd been an attempt at a robbery, or maybe the occasional cackling supervillain, but things had been pretty sedate on the heroing front. It was good to have some time to think on things and not have to deal with a major crisis. Of course, the Halloween weekend was starting up, and who knew what would come with that, but for now, it was time meant to savor. He was in the middle of preparing a double-shot caramel latte when something pinged the distance edge of his senses. Someone dead was in the coffee shop. He scanned the crowd - no one looked like parts of them were falling off, or even had the pallor of the recently deceased. There weren't any obvious ghosts, and a poltergeist likely would've made more noise by now. He filed it away in the back of his head, waiting for the time to go on dish-clearing duty to see if he could scope out the specter. He handed the latte off to the customer and took the register once more. "Welcome to the Black Petal," he said. "How may I help you today?"
  15. With such a diverse student body, the Claremont Academy dormitories featured a number of unique rooms. Some of the teenagers living there required specific conditions to better replicate their native environments or furniture constructed of materials that would be proof against their own abilities. Others had cultural concerns or entirely personal preferences. The school went to considerable lengths to ensure that all such considerations were accounted for, but for two of the newer enrollees, even the basic room design was superfluous. Kimber floated idly in lazy circles just below the ceiling of the room she shared with Indira, making a close study every nook and cranny as she attempted to while away the hours in the middle of the night. The space below was spartan indeed, with neither girl having much to contribute beyond the standard beds and desks that had already been there when they arrive. Of the former, neither had much use as for their own reasons they had no need to sleep; in fact, they might have been cut off from electricity and heat without noticing, the necessities of living humans meaningless to them. Unfortunately, with the vast majority of the city needing to rest for the night, it was very easy to become bored. Having completed her thorough examination of the long crack in the ceiling for the umpteenth time, the translucent blue phantom heaved a sigh before turning downward to address her Kinigosi friend. For whatever reason, she'd taken to shifting the appearance of her clothes to flannel pajammas at night, purely as an affectation. "D'you think they'd let us paint the room a more interesting colour?" she inquired without warning or preamble.
  16. GM October 10th, 2011 The West End, Freedom City The holiday was in full swing, and the kids of Young Freedom were doing their homework. The Columbus Day Parade was an annual Freedom City tradition. While it was nowhere near the size or intensity of the celebrations in New York City, the city's Italian population regularly congregated upon the West End to celebrate their heritage and the long road to America. Like any other city's celebrations, it had its share of controversies - several aldermen had tried over the years to get the parade officially renamed in the face of protests from Native American groups - but Headmaster Summers had put the fledgling superteam on assignment for a different reason. "The police are often overworked at celebrations like this," he had told Young Freedom, "and sometimes, things escape their notice. Especially when the person moving about has talents that go beyond what the human eye sees. Then there are the opportunists. Most supervillains aren't above a simple hostage situation, and a parade is a good opportunity. While it's hard for a single villain to control a large number of individuals, if they have the right powers, they can net enough to issue demands. Stay on observation. Keep to the fringes of the parade, but move through the crowds when you can. Odds are everything will go smoothly - but if it doesn't, I want you to be the first to notice, and the first to respond." And so, the Claremont students moved through the crowd and outside it, trying to keep a low profile. They were ready for if danger emerged... but maybe Summers was right. Maybe today would go off without a hitch.
  17. Young Freedom starts off with a conventional assignment to protect a Freedom City gathering that will soon become anything but conventional. I'll give Young Freedom a few minutes to enjoy the Columbus Day parade before the chaos begins. Sample the cannoli!
  18. September 26, 2011 9 AM The first mission of the new Young Freedom, at least upon their return from their world tour, was to guard Freedom Hall during what just might be the end of the world. Headmaster Summers, and the older students, had reassured the new kids that this was in the finest tradition of Claremont's premiere teen hero team. Sharl had been away for the last couple of days, and so he'd missed all those reassurances about what kinds of threats Young Freedom had faced before. Of course, for those students not used to world-threatening disasters, those words were not reassuring. What had been reassuring, in a martial sort of way, was the stern speech they'd all gotten from Lady Liberty before she and the rest of the Freedom League had departed. "Listen, all of you. I know you're teenagers, and I know you didn't sign up for this." She'd paced back and forth in front of all of them, meeting each gaze, even the ones who looked away. "But the world's in peril right now, and that means it's time for all of us who can help to do our part. The world's going to be saved, I can promise you that, but it's going to take each and every one of you to do that. The Freedom League needs to go into space to help organize our defenses on the Moon against the Gorgon. That means someone needs to watch Freedom Hall and make sure none of the artifacts here fall into the hands of supervillains. The last thing we need is a world where we've beaten the Gorgon but lost our homes to supervillains who've seized control of some of the most powerful items in the world. Are there any questions?" she asked them. "If any of you do want to back out now, now's the time." They'd have an adult chaperone for this one; Mr. Archer having left the gym behind to act as their guardian while they guarded the centerpiece of hero history in Freedom City. Things weren't pleasant outside, not with the demonstrators protesting the League's 'inaction', nor the continuing violence in the streets that Freedom City's adult heroes were doing their best to handle. Hell, there'd been an outright battle near the Claremont campus between the Irregulars and a Claremont graduate who'd gone berserk from the stress! Inside the League's briefing room, though, all was quiet as Lady Liberty's question echoed in the room.
  19. September 26, 2011 Young Freedom Citizen, Ghost Girl, Sage, Cobalt Templar, Wraith, and Papercut are left to watch Freedom Hall. What could go wrong? (It turns out a lot)
  20. Once Becky was safely in the hands of True North and Kimber had done all she needed to do at her old homestead, Young Freedom's members young and old crowded aboard the regional jet flight from Thunder Bay to Detroit. Though Sharl could easily have emailed himself straight to the DPD mainframe and searched as he would, he made a point to stay on the plane with his colleagues. He was acutely aware of how alone he was out here, so far from the few people in Freedom City he did know, and the last thing he wanted to do was alienate the people who were supposed to be on his team. He was here to be part of the real world, to make connections and alliances that would give him the tools he needed to protect Tronik; hell, he was here to have adventures in this wide-open alien world! This wasn't the time to get into stupid arguments with his friends. So while the others socialized, he took the opportunity to crack open his laptop to connect to the local satellite network (carefully using a tightly-focused IR signal that wouldn't interfere with the plane's own navigation) to research their target: Koshiro McMillan of Detroit, Michigan, and the city itself in the process. Detroit had once been a center of petroleum-based industry that had fallen on hard times, and looking at his laptop screen, it looked like things hadn't gotten any better. Freedom City was sparse enough, but a city like Freedom that had lost so many of its people was a strange thought to contemplate. There must be so much to explore! When his search came up with something, or rather, something that was nothing, Sharl said "Hmm...it says Koshiro McMillan's record has been sealed by the order of a judge. So I don't know. What kind of things would cause someone to be held in a juvenile detention facility?" he asked, pointing to the address on his computer that matched where they'd been told to go.
  21. Feel free to make any Knowledge, Gather Information etc. checks you think would be relevant!
  22. The growing group of young metahumans and aliens found the flight to Canada considerably less eventful than the one to India, but their reception was equally less warm. There was no one to greet the four teenagers as they disembarked at Thunder Bay International Airport after a brief stop over on the west coast, walking through the long corridors of shopping establishments before finding a local map and a set of hastily scrawled directions left for them at the information desk. The path marked for them in ballpoint pen left the city and traveled northward, into what looked like a wooded area. The desk attendant's sunny smile flickered briefly as she glanced at the location of the broad X indicating the route's destination, but she was evidently too polite to say anything unbidden. At the bottom of the written direction, on a page that had clearly been torn out of a journal, the scratchy penmanship finished, DON'T stray into the woods. And thanks. --DS
  23. Ghost Girl Power Level: 15 (250/250 PP) [285] Trade-Offs: Ghost Array: None; Soul Scythe: -2 Attack, +2 Damage Unspent PP: 0 Theme: Dance Apocalyptic by Janelle Monáe In Brief: Teenage poltergeist with an upbeat personality and chilling powers. Alternate Identities: Kimber Storm Identity: Public Birthplace: Thunder Bay Occupation: Student Affiliations: Claremont Academy, DuTemps Building, Midnighters, Young Freedom Family: None Description: Apparent Age: Early Twenties (DoB: August, 1979; DoD: January, 1996) Gender: Female Ethnicity: Deceased-Canadian (Caucasian) Height: 5'7" Weight: None Eyes: Ice-Blue (Sea Green) Hair: Ice-Blue (Chestnut Brown) In her natural state, Kimber appears as the image of a young woman rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Hair trimmed short on the sides and long on top is ruffled by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly. Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes, though she has taken to affecting a black and light blue colouration for her hair as a small acknowledgement that she is no longer who she once was. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. Since forging her soul scythe she's altered her costume as Ghost Girl to include a long, hooded coat with a tattered fringe and an ornate ice crystal pattern over the shoulders, buckled at the waist. She still includes a domino mask to the ensemble from time to time even if she makes little effort to maintain an actual secret identity. Powers Description: Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing. Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her true nature revealing itself. Her soul scythe is formed from a curved snath of faintly luminous wood and a long, wicked looking blade of impossibly reflective metal. The tang is ornamented with what looks suspiciously like human bone while a charm in the shape of a highly stylized skull hangs from the far end of the shaft. The scythe grants Kimber a number of abilities, most notably the option to take on a corporeal form and interact with the world directly. The weapon can only be picked up by one who has died: a normal mortal attempting to lift it will find their hand passing through the handle as thought it were empty air. History: Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike. Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl. Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just feel like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life! Kimber attended Claremont Academy, where she joined an iteration of Young Freedom alongside her roommate Wraith, a Kinigosi warrior who had adopted the human identity of Indira Singh. Since neither girl actually needed to sleep they instead spent their nights talking and exploring, quickly becoming inseparable. The team's numerous adventures culminated in a desperate battle against the Curator at the Centurion's Sanctum. Witnessing the heroic sacrifice of her friend Sharl Tulink, Citizen of Tronik, had a profound effect of Kimber, planting a desire to become stronger to better protect the people she care for. After graduating Kimber accepted an offer from fellow Young Freedom alumnus Eve Martel to stay in the newly finished castle atop the DuTempts Building. Somewhat adrift for a time she continued to adventure with her friends and became a well liked part of Freedom City's supernatural community. Turning her attentions to expanding her arcane knowledge, the poltergeist began looking for a solution to her inability to interact with her world and the people around her in a truly tactile manner. Personality & Motivation: Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour. Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl! Successfully forging her soul scythe with the help of her friends has helped Kimber come to terms with the idea that she is her own person now, distinct from whomever she might have been had her life not been cut short. This has added a layer of genuine confidence underneath her good cheer and made her less likely to avoid serious or uncomfortable topics. She still prefers to resolve situations through talking but is sure of her ability to handle herself should gentler measures fail. Powers & Tactics: Kimber's main offensive ability outside of her scythe is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. She can also let loose a blast of frigid wind that quickly coats anything in her path in a hindering layer of ice. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is not entirely beyond being hurt, and her sense of invulnerability can get her into trouble. Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. After years of relying solely on her telekinesis to interact with the world it remains her default even with her soul scythe offering the option of traditional touch. A quick study, Kimber rounds out her repertoire with a number of minor tricks and cantrips picked up from her friends. Complications: Amnesia: Kimber's memories before her untimely demise are foggy at best. Avro: A pet manticore kitten is a big responsibility, missy! Carry A Big Stick: Kimber's soul scythe is an object of considerable power, likely to draw interest. Naive: Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt. Pyrophobia: Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either. She's Dead, Jim: It's a living man's world, Kimber's just haunting in it. Truly, Truly Outrageous: Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up. Untouchable: Kimber has no physical form without the aid of her scythe. Young Freedom 2.0: Kimber's friends are pretty rad. Abilities: -10 + 6 - 10 + 0 + 6 + 6 = -2PP STR: - /16 ( - /+3) DEX: 16 (+3) CON: - (-) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +10 Scythe, +12 Ghost Array Grapple: - /+11 (+8 Attack, +3 Strength [Scythe]) Defense: +12 (+6 Base), +3 Flat-Footed Knockback: -6/-11 Saving Throws: 2 + 9 = 11PP Toughness: +12 (+12 Protection; Impervious 10 [Scythe]) Fortitude: - Reflex: +5 (+3 Ref, +2) Will: +12 (+3 Wis, +9) Skills: 19PP = 76R Bluff 6 (+9/+13 Attractive) Diplomacy 13 (+16/+20 Attractive) Intimidate 9 (+12) Knowledge [Arcane Lore] 15 (+15) Languages 1 (French) (Base: English) Notice 8 (+11) Sense Motive 12 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Specialization [Scythe] Attractive Critical Strike [Undead] Dodge Focus 6 Fascinate [Diplomacy] Favoured Enemy [Undead] Improved Critical 2 [Scythe] Luck 2 Minion 8 Power Attack Second Chance (Diplomacy) Startle Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 30 + 15 + 40 + 2 + 1 + 3 + 3 + 30 + 21 + 12 + 7 + 3 + 10 = 177PP Ghost Array 13 (26PP, Feats: Alternate Power 4) [30PP] Base: Concealment 8 (Invisibility; All Visual, Auditory and Olfactory, Extras: Linked, Feats: Close Range, Selective, Drawbacks: Power Loss [Necromantic/Undead Awareness, -1]) [17PP] + Concealment 2 (Mental Echo; All Mental, Extras: Linked, Flaws: Displacement) [2PP] + Obscure 4 (Static; Radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Feats: Reverse Progression 1 [Area, min 25']) [5PP] AP: Damage 12 (Disrupt Electronics, Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Feats: Accurate 2) [14PP] + Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP] AP: Drain Strength 12 (Chill of the Grave; Extras: Affects Corporeal, Feats: Accurate 2) [26PP] AP: Emotion Control 12 (Beautiful Terror; Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawbacks: Power Loss [in Sunlight, -3]) [9PP] Morph 6 (Terrible Beauty; Any Humanoid, +30 Disguise, Feats: Attractive, Fascinate [Diplomacy], Drawbacks: Power Loss [in Sunlight, -3]) [11PP] Super-Senses 6 (Fear Awareness [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking) [6PP] AP: Snare 12 (Ice Breath; Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] Friendship is Magic Array 4 (8PP, Feats: Alternate Power 7) [15PP] Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction) AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting) AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch) AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism) AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud) AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway) AP: Super-Senses 4 (Death Awareness [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision) AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation) Device 12 (Soul Scythe; 60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP] (cosmic, necromantic) Base: Drain Will 14 (Spirit Sever; Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2) + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP] AP: Damage 12 (Reap; Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP] AP: [33 + 25 = 58PP] Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP] Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP] Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP] Impervious 10 [10PP] Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP] Comprehend 1 (Spirits) [2PP] Enhanced Feats 1 (Quick Change) [1PP] Environmental Control 3 (Extreme Cold, 25' radius, Extras: Duration [Special], Flaws: Range [Touch]) [3PP] This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates. Flight 1 (10 MPH, Extras: Duration [Continuous], Flaws: Permanent, Feats: Subtle) [3PP] Immunity 30 (Fortitude Effects) [30PP] Insubstantial 4 (Incorporeal, Affected by Fire/Heat, Extras: Permanent, Feats: Innate) [21PP] Protection 12 [12PP] Regeneration 7 (Recovery Bonus [+0], Resurrection 2 [One Day]) [7PP] Super-Senses 4 (Counters Concealment [Visual, Flaws: Limited (Undead)], Darkvision) [3PP] Telekinesis 2 (Extras: Affects Corporeal, Range [Perception], Feats: Precise, Subtle) (Heavy Load: 100 lbs) [10PP] Drawbacks: -3PP Vulnerability (Fire/Heat, Frequency: Common, Intensity: Moderate [x1.5 DMG]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Disrupt Electronics Touch DC22 Fortitude Drain Toughness DC27 Toughness [Autofire] Damage Drain Strength Touch DC22 Fortitude Drain Strength Emotion Control Perception DC22 Will Emotion Ice Breath 100 - 275' Cone DC22 Reflex Snare Reap 120' Cone DC27 Toughness Damage [Knockback as 20] Spirit Sever Touch DC24 Will Drain Will DC29 Will Damage Totals: Abilities (-2) + Combat (28) + Saving Throws (11) + Skills (19) + Feats (20) + Powers (177) - Drawbacks (-3) = 250/250 PP Avro the Manitcore Kitten
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