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Found 16 results

  1. More Bright Lights and Good Cheer

    Freedom Hall December 2016 Downtown Freedom was awash with bright lights and color as it was every year festooned with seasonal decorations from every conceivable location. Every building seemed to being trying to outdo each other to be the most seasonal above all the others, though if it was it all seemed to be in good natured fun. Around the world famous Freedom Hall there was a flash of lights of a different kind as the press were gathered around to witness the seasonal event of the League's Christmas party. Only those who were lucky enough could preceed beyond the press corden, or through the side entrance for those less keen on publicity, and the only guests invited were those that helped defend the city as one of it’s many superheroes. Only they got to go into the building itself into the hall which had been transformed into a suitable festive space in which the heroes could let loose for just the one night.
  2. As has been mentioned in the Going Green thread, enough time has elapsed and enough has changed that an overview of the setting's premier superteam is necessary, both in what characters it's made up of and what its purpose should be going forward. At present the idea is that the Freedom League Auxiliary is the PCs, while the League proper is the NPCs. That fit the old paradigm where the heroes were by and large the types who dealt with smaller problems that wouldn't catch the League's attention, but that has not been the case for years. A number of Claremont Academy alumni and others, PC and NPC, are available along with plenty of room for new characters to fill the gaps. For the first matter I say we resolve who's on and what their relationship is with each other. So to that end we first-first need to figure on who makes sense to have moved on or dropped out. We already know that the Raven and Lady Liberty are out, former to manage Claremont Academy and latter to focus on her newly-expanded family. Bowman's in unless I missed something. Daedalus has no real reason to have left, unless the situation in space has gotten him to gallivant into the stars with Pseudo again. Captain Thunder, as mentioned, is really getting on in years. With his son Raymond on the League I suggest he step down, trusting that after about eight years of doing this on his own Thunder believes Bolt's ready for bigger responsibilities. Doc Metro is, as Knight puts it, a fixture and a huge tie to the city. Being an immortal construct, no reason for him to leave the team. Pseudo is a bit of a wild card. On the one hand he(supposedly) has a strong affection for humanity and wants to learn more about and from them, not to mention how his relationship with Daedalus et al might ground him. On the other there is, as also mentioned in the other thread, suddenly a very large number of 'rogue' Grue attempting to form communities and establish quasi-independence without the all-consuming will of the Meta-Mind, and R'ik could easily see sharing what he's learned with his kindred as more useful and a better path than hanging around a bunch of weird aliens. The wormhole's right there, too. If we do decide that it would make more sense that he leaves, I'd suggest swapping out him with Changeling(Alterniteens alt-dimension Grue, not the Fey illusionist). Both are from very, very different places than Earth-Prime, have unique perspectives, shape-shifting powers and Changeling has a Starfire-esque exuberance. La Siren I really don't know. We could change her cheval, but that's the only substantial shift that would make very much sense given how her and Baron Samedi's metaphysical war over humanity isn't nearly over. With Seven around, she at least has a little more room to breath outside of being the "magic member". Sri Montoya of Earth doesn't seem like the type to quit unless something massive changes. Though she might have left to focus on her Star Knight duties given the staggering death toll of the Incursion War and the loss of hundreds of other Knights. That and the recent insinuation of the Light of Truth cult-militant. Thoughts, questions, suggestions?
  3. Incursion

    Incursion Incursion: Prologue Praetorians: AwakeningIncursion: Three If By SpaceIncursion: Holding the FortIncursion: Phase One Incursion: Blood in the Water A Lor refugee cruiser has become separated from the evacuated fleet! Can our heroes defend it from Communion fighters long enough to make it to safety? Featuring: Paradigm, Kharag, Deep Freeze and Seika Incursion: Meaning in Destruction The world-killer has set course for another world. The clock is ticking as our heroes try to discover why and escape with their lives! Featuring: Dragonid, Moon-Moth, The Traveller and Solar Sentinel Incursion: The Conquered Flesh The Stellar Khanate has been silent since the Communion first arrived in known space. Cavalier recruits blockade runners to find out the terrifying reason! Featuring: Cavalier, Eclipse and Rock Incursion: Opportunists and Opposition The remaining Star Knights are spread thin and pirate attacks have surged! But are interstellar brigands the worst our heroes have to fear? Featuring: Corona, Mechanized, Memorial and Galvanic Incursion: Backwater They came for a bounty but our heroes much deal with a corrupt sheriff, overcrowded refugees and rising tensions if they plan to make it back to civilized space! Featuring: Bliss, Roulette and Ruby VoxxIncursion: Phase Two The silent night of December 25th is broken by the arrival of a threat from the stars! The worst has come to pass and the Communion has come for Earth! With attacks on every corner of the globe the heroes of Freedom City must leave the familiar rooftops of their home city behind to defend their planet from utter destruction! Incursion: Stop-Thrust The members of the Freedom League organizing the defense of Earth from aboard the Lighthouse find that something is trying to turn their own weapons against them! Featuring: Comrade Frost, Fleur de Joie, Gabriel, Gaian Knight and Velocity Incursion: Drop the Needle The Communion's arrival has awakened something buried deep beneath Seattle's Space Needle and it might take three Erin Whites to save the day! Featuring: Cannonade, Cobalt Templar, Edge, Midnight II and Wander Incursion: That's Amore Dragonfly and Miss Americana have a plan for a defensive weapon using the Farsider's moonstone as a focus. The Communion has a plan to blow the moon into itty bitty pieces! Featuring: Dragonfly, Geckoman, Harrier, Jack of all Blades, Miss Americana and Willow Incursion: Uploaded to the Cloud As news of the invasion spreads and threats reveal themselves, a charismatic cult leader in Rio de Janeiro is on the rise! Dark magic or cosmic charlatans?! Featuring: Equinox, Ghost Girl, Nick Cimitiere, Nightingale, Phantasmo and Wraith Incursion: Spirit of the Blitz Communion needleship drones focus on the UNISON HQ in Geneva, which houses may of Earth's space flight capable combat craft! The Vanguard and their allies stand in the way! Featuring: Coiled Lightning, Foreshadow II, Myrmidon, Synapse, Ulysses and Young Britannia Incursion: God Squad Typhon plans to usher in the apocalypse by turning nanotech drones near the Naqada necropolis into cyborg versions of mythical monsters! Who ya gonna call? Featuring: Arrowhawk, Meatheral, Miras, Set and Sun Walker Incursion: Mind Over Matter The Communion's broadcast is laying siege to the psychically receptive minds of Earth! Our heroes use the Arecibo Observatory to meet the threat head-on on the astral plane! Featuring: Blue Fox, Hologram, Miss Grue and Nano Angel Incursion: Matter Over Mind While the psychic heroes fight the broadcast, their bodies are vulnerable! A second team must defend them against waves of Communion drones! Featuring: Fast-Forward, Grimalkin, Net Fly, Queenie, Silver Magus and Triakosia Incursion: Science Team Go! A computronium bomb hits the Empty Quarter of Saudi Arabia, converting everything it touches! Our heroes race to stop a grey goo scenario! Featuring: Asad, Citizen, Hronos, Maxima and Terrifica Praetorians: Ghost in the MachineIncursion: Phase Three While Earth has lay under siege the rest of the galaxy has burned with war. The Communion continues to sweep over world after world, converting most into horrific server tombs to fuels it insatiable hunger to expand its intellect and destroying others outright to create wormholes for some more diabolical purpose. It does not do so unopposed, however, as the Galactic Coalition fights back at every turn! Lor mentats soldier on shoulder to shoulder with Grue Arcane while Khanate pirates take up arms alongside newly awakened Praetorians in a battle for their very survival! They are outnumbered and overpowered but they have a plan. Legends are about to be born and one way or another the galaxy will never be the same. Incursion: Black Sheep For months Star Knight Kyle Steward has been a one man armored thorn in the Communion's paw. An ally arrives to help and catch him up on what he's missed in the meantime. Incursion: Red Five The Communion's machinations on Earth have been thwarted but the world-killer still looms near Pluto's orbit! Can our heroes destroy the superweapon before their home joins Lor-Van? Featuring: Argonaut, Cavalier, Geckoman, Hronos and Sun Walker Incursion: Merciless At the Coalition's secret base a final, desperate stratagem is being planned. It becomes much more desperate when the communed Star-Khan arrives to quash the resistance once and for all! Featuring: Galvanic, Paradigm and Rock Incursion: Troopers Behind enemy lines on a cyberformed server world our heroes must lead grudging allies from the Lor, Grue and more in an assault on a key communication relay before time runs out! Featuring: Corona, Eclipse, Roulette and Wander Incursion: Blockade Runners To get vital intelligence regarding the location of the Communion mothership back to the Coalition our heroes will have to fight their way off world and through an enemy blockade! Featuring: Bliss, Dragonid, Ghost Girl, Kharag and Wraith Incursion: Interstellar 66 With another world targeted for destruction to form another wormhole a risky deal must be struck. Are our heroes sure they're aligning themselves with the lesser of two evils? Featuring: Dragonfly, Deep Freeze, Ruby Voxx and The Traveller Incursion: Only Hope There's just one chance to infiltrate the Communion mothership and disable it from the inside, with the fate of the galaxy hanging in the balance! Featuring: Citizen, Mater Vyrdna, Moon Moth, Seika and TemperanceIncursion: Aftershocks
  4. Incursion: Aftershocks

    Criminal Carter Bay, Florida, Terra One week before the Battle of Kesteven 79; Lor Timemark 1329.7 "Whaddya mean what do I want you to do with 'em?! They came to my son's house!" Anna knew she was screaming, and she knew she sounded like an old woman when she screamed, but for once in her life she didn't care. She'd tried for weeks to reach Basil after the fighting in Freedom City during the Communion incursion; and only now, pacing back and forth so fast she was burning through yet another bedroom rug, had she finally gotten ahold of her old friend. "They tried to kill my grandson! They tried to put their filthy stinking hands on my little baby granddaughter! I want them dead! I want their whole goddamned organization dead and buried in a goddamned hole in the ground!" Basil let her rant, like a good friend should, knowing what Clock Queen was like in a righteous temper. When she was finished, Basil broke in gently. "I'll do whatever is in my power to help you, my dear Anna." His voice was warm and soothing, the perfect veteran musician's calm, even tones. "I am not soley responsible for composing their fate, but I think I can persuade even their backers to dance to my tune for a while. But the question remains, Anna, what will you do for me in return?" His tone was serious, but almost apologetic, the same way he might have asked for repayment on money she'd borrowed from him back in the day - which now that she thought about it had happened more than once. "Certain things have never been tolerated in our organization - but of course we're talking about a third party. If I'm to move against them, I need to be sure that you can move with me the next time I need a favor." Anna put her head against the wall, palm flat against the bright green wallpaper of her retirement bungalow, and thought about her old friend's words, even as not for the first time recently she felt a great wave of unaccustomed fatigue. "Listen, Basil, I...I promised my boy I wouldn't get back in the League, and I meant it. It's important to him - and you know nothing's more important to me than family." She opened her eyes and caught sight of herself in the mirror across the hall. Jeez - look at me! Eighty years old, and she looked like a healthy woman in her fifties - a woman who was going to spend a long, long life right here in this bungalow if she chased Basil away right now. He'd better be right about the white noise blocking the line here. "But a deal's a deal. If you need a favor, a real favor...gimmie a call. I'm yours."
  5. Freedom League Standard Notation

    Freedom League Standard NotationFreedom League Standard Notation is a system by which alternate dimensions can be categorized. First codified by Doctor Atom in the 1960s,Standard Notation replaced the previous scheme of merely giving each new alternate world a nickname based on its main differentiating feature. Atom realized that as dimensional science became more advanced and more dimensions were explored, a finer-grained system would be required. All dimensions that have been visited by the Freedom League or their allies have a designation in Standard Notation. Standard Notation is based on establishing four major facts about each universe and assigning descriptors for each in the form of a word, letter or number. There are a number of optional descriptors that can be appended in special circumstances as well. NomenclatureThe first step in the designation process is nomenclature. For purposes of ease during the era in which the system was put into effect, the default nomenclature is Earth, for any universe where the planet Earth is present and English is a major language. If another language has arisen on that world to supplant English as a major language, the name for Earth in that language will be substituted (i.e. Erde, Terre). In the rare event that a universe is found where the planet is entirely gone, or where all evidence of life has been obliterated so thoroughly that no cultural conjectures may be drawn, the designation Nihil will be substituted. HabitabilityThe second designator is that of a universe's habitability and safety for travelers and scientists. This is graded in alphabetical groupings, based on the condition of the planet, the presence of hostile forces, and the existence of dangerous circumstances. Designators should use the letter grouping that identifies the greatest danger present. A-F: These letters designate non-hostile Primelike worlds without contraindications for travel and exploration. Designations are based on a scale from most hospitable to least, based on factors like climate and overall pollution, with A being most pleasant and F not recommended for prolonged exposure.G-K: These letters indicate habitable universes with inhabitants who might prove hostile to some or all explorers and travelers. G indicates a generally peaceful population with a few specific triggers for hostility, while K indicates an entirely hostile populace who will prove a danger to any traveler.L-Q: These letters indicate universes with noticeable differences in the physical laws from Earth Prime. L indicates minor differences that may be more entertaining than troublesome, Q indicates differences so substantial that unsupported human life is endangered.R-V: These letters indicate universes with variations on Prime that might be expected to be mentally or psychologically distressing to many travelers and explorers. R indicates a universe that most would consider mildly disturbing, where V is likely to cause mental anguish to many travelers.W: This designator indicates a world that is so close to Prime as to be virtually indistinguishable.X: This designator indicates a planet that is unclassifiable for any reason. Care should be taken to explain this designation in the dossier, and recategorization should be a priority.Y: This designator indicates a universe that is inimical to human life by its very nature, but that is unlikely to create a danger outside itself. Travel to these universes should be avoided at all costs.Z: This designation indicates a universe that is inimical to human life by its very nature, and could also pose a danger to other universes. Travel to these universes must be strictly controlled, and information about them must be classified to avoid potential weaponization. DistinctivenessThe third designator is a single-word explanation of the main distinctive point of the universe. This is inherently a matter of some subjectivity, but certain designators see frequent use. Ideally, care will be taken to avoid duplication of initial letters where possible. Official Standard Notation includes the entire word descriptor for Distinctiveness, but it will inevitably be shortened for easy reference. Where more than one descriptor might apply, choose the one that is most important for a traveler to be aware of. Some common Distinctiveness descriptors include: Animal: A universe where sentient animals are the majority of the population.Disaster: A universe where Earth suffers from the effect of one or more extreme natural disasters or diseases.Eldritch: A universe in which magic has displaced science in its control of physical law.Gender: A gender-displaced or gender-reversed universe.Isolate: A universe that is unaware of its position in the multiverse, and/or with no close sister universesMalign: A universe with a pronounced moral inversion not inflicted from outside.Nazi: A universe where the Axis won World War II and continue to hold strong influence.Omega: A universe that has fallen under the influence of the Terminus.Retro: A universe where technology is substantially behind that of Prime, by choice or otherwise.Self: A universe where Earth suffers from extreme self-inflicted damage.Tech: A universe where technology is substantially advanced beyond that available on Prime.War: A universe in the grip of a world war that affects a majority of the population. UniquenessThe fourth standard descriptor is merely a measure of uniqueness. Given the structure of the multiverse and the limits of any cataloging system, it is inevitable that there will be multiple worlds with the same descriptors. The Uniqueness number solves this problem by adding a number to the other descriptors indicating the order in which it was discovered. Therefore, the first time a set of descriptors is assigned, it will be given the Uniqueness descriptor 1. The next time that set of descriptors is assigned, the Uniqueness descriptor will be 2, and so on. Special NotationsSome universes have special circumstances that require designators beyond the standard four. There are only a few occasions when these notations are appropriate. Special Notations are indicated in parentheses after the Uniqueness designator. Some examples of special notation include: Allied: This universe is a special ally to the Prime Freedom League.Closed: This universe has requested no contact with other universes.Endangered: This universe has a Primelike population in imminent danger of extinction.Enemy: This universe is aware of and especially hostile to the Prime Freedom League.Extinct: This universe once harbored a Primelike population, but is now uninhabited.It should be noted that Earth Prime does not follow the standard notation and may simply be referred to as Prime. ExamplesSome examples of worlds using Freedom League Standard Notation: Earth Z-Omega-1(extinct): The home dimension of Young Freedom member Wander, this dangerous and uninhabitable dimension is classified by the League.Earth-D-Self-7(extinct): Nicknamed Sanctuary, this extinct dimension is the headquarters of Fleur de Joie.Erde-J-Nazi-1(enemy): Commonly known simply as “Erde,” many heroes from Earth Prime have had dealings with this dimension.Earth-V-Malign-1(enemy): Commonly known as Anti-Earth, this universe is the most pronounced and well-known example of moral inversion.Earth-A-Gender-1: Also referred to as Earth-XX, this is a close Prime duplicate with the exception of complete gender inversion from the Prime population.Earth-N-Isolate-4 A recently encountered universe where all superpowers arise from a single source and have only existed since the early 1990s.
  6. Freedom League Special Circumstances Housing (or FLSCH) is in the Cline Building, a sixteen-story Art Deco-style apartment tower located in Lincoln in south Freedom City. Originally built as a hotel during a brief regional economic boom in the 1920s, the brick and terracotta structure had the great misfortune to open its doors in October of 1929 just before the Great Crash. Nearly abandoned by lawful tenets, what had been hoped to be a temple to commerce and capitalism in Freedom's biggest African-American neighborhood became a white elephant occupied by numbers rackets, unemployed squatters, and other desperate people during a very desperate time. Hope appeared in 1940, when Katharine Cline, the building's original architect (and the heroine Sea Hawk), used her family's wealth to buy the building, planning to begin its restoration. Though Cline's disappearance in 1941 meant the building's renaissance was short-lived, her detailed last will and testament (executed after she was declared legally dead in 1948) meant that a trust kept the property intact throughout the postwar boom of the 1940s and beyond. However, the Cline Trust was in trouble: the rise of the postwar economy supplanted the Cline shipyards now that Katharine was no longer there to watch them, and sometimes big chunks of the building lay vacant, ripe for occupation by everyone from the Tick-Tock Doc to a Terminus cult just before the invasion of '65. When the Cline Trust went bankrupt in the early 1970s after its investments were destroyed in the wake of the Grue Invasion of '68, the decaying building was donated to the Freedom League, a common fate for abandoned property in Freedom City. It might simply have been torn down to make way for new housing complexes (the fate of many old buildings in Lincoln), but intervention by the local heroes on the Freedom League, especially the Black Avenger, raised enough money to keep the grand old Cline intact, and even to rebuild it to some shadow of its former glory. But the Cline's troubles weren't over. The building's turbulent history began its biggest downturn in the 1980s when the building was seized (through some shady legal dealings by a corrupt city official) and sold to a coalition of Jersey City businessmen who had plans for the property: the Cline became a center of organized crime once again, this time renting rooms to out-of-town supervillains and major figures in organized crime who had an interest in the free-and-easy (if you greased the right palms) life in Moore-era Freedom City, no questions asked. The building was the scene of several major super-battles between FORCE OPS andR.I.O.T., and by 1993 when the Terminus Invasion of 1993 swept through the area it was once again abandoned and actually slated for demolition even before groundquakes shook it to its foundations and Omegadrones tore through the building. Once again, a hero came to the building's aid: the newly-awakened Dr. Metropolis took a special interest in the Cline and used his powers to rebuild it entirely, restoring it not to its original state, but to the apartment complex it had once been in the late 1940s when it had been full of eager young veterans and their families; as Metropolis put it “When the building itself was happiest.” With a little help from the Raven (who tracked down the building's sole surviving owner and made sure that he transferred title back to the Freedom Leagueas part of a larger deal to avoid prosecution), the Cline's future looked assured: the problem was, no one wanted to live there. The people of Lincoln were busy rebuilding their own homes and lives, and an old building with a reputation for bad luck and secret criminal lairs wasn't terribly attractive to normal tenants. The first tenants to stay in the new Cline Building were the Kirlees, a family of refugees from the Terminus Invasion, prole escapees from Nihilor who had nowhere to go now that the doorway to their home was closed forever. Originally put there on an emergency basis, the Kirlees were joined a few months later by the crew of a Lor scouting craft, put up in temporary Earth accommodations while they waited for pickup from home. By the mid-1990s, what had begun as an ad hoc shelter for refugees had become a permanent project for theFreedom League, a place to put castaways in time, space, and dimension who had no one to take them in even in the bright and shining world of Freedom City. Most people in the neighborhood are aware that the Cline has special tenants, but despite some outrageous incidents over the years, they keep the area fairly crime-free and the stipend from the Freedom League means the FLSCH cases always have money to spend at nearby businesses. By the mid 2010s, things are looking pretty good for the hard-luck apartments in the sky. 11 of the Cline's sixteen stories are currently in use by the League for housing; the first floor belongs to the anchor businesses like Harry's Barbershop and Rick Fox's small Internet cafe, the third and fifth floors are given over to power systems and other super-climate controls intended to keep visitors from more exotic places healthy and happy, while the top two floors remain largely unoccupied and are kept open on a semi-permanent basis for emergency housing in serious crises. New arrivals can expect to be assigned anything from studio apartments to three-bedroom family suites based on their needs, as well as a small stipend from the League to help pay for necessities and to get them back on their feet while they take life skills classes also offered by the League. Cline residents are not required to work (some of them lack the mental or physical ability to hold down a job among mundanes) but the League does offer a variety of night classes and takes pains to maximize the quality of life for residents. Several hundred people currently live in the Cline, some having been there since the early 90s and others new arrivals. Families have begun there; children have been born and raised there to people born a thousand years and million miles apart. The League does their best to separate people with incompatible backgrounds as much as space inside the building allows; keeping apart free Grue and Lor refugees, Terminus refugees and their free Omegadrone, castdown Olympians and their victims. Sometimes, as with Heliopolitans and their minders, they make sure that particular individuals stay close together. Unaccompanied juveniles are housed on the Claremont campus rather than at the Cline. The Cline has a small lending library on the first floor, a barbershop, a Goodwill store, an interfaith chapel, a laundromat, and several other small businesses; there are also several small commercial areas in the neighborhood outside catering to both locals and the Cline population. The heroes Set and Sekhmet, among others, currently live in FLSCH.
  7. Incursion: Stop-Thrust (IC)

    GM High Earth Orbit The Lighthouse December 25 th, 2014 9:40 PM Greenwich Mean Time (4:40 PM Freedom City) The last nearly two months had been busy ones aboard the orbital headquarters of the Freedom League. With so many of the senior league members off in space trying to help against the Communion, the work load for the remaining League members had increased, the team feeling rather stretched at times. The information sent back by the League members in space had done little to easy the stress of those remaining behind. As shocking as it had been to learn of the destruction of Lor-Van, what the Communion had done with the planets and peoples they did not just outright obliterate was perhaps even more horrific. But there had been little time to fully dwell on things, as there had been crises around the world and coordination with heroes across the world to try to be ready should the Communion turn towards the Earth. And then a few hours ago, the League members in space had sent a message back to the Lighthouse, stating that they had located the Communion’s world killer spacecraft, and it was heading towards Earth. The remaining League members on Earth had moved into action, contacting the various heroes they had spent the last two months connecting with and getting people moving to various parts of the world to prepare should the Communion make it past the League members in space. Freedom Hall had served as a launch point for many, teleporting them up to the Lighthouse, and then back down to Earth to the various League teleport locations that had been set up over the years. For a time, everyone had been so busy organizing things, there was little time for anything else. But once they had coordinated setting things in motion, there was little to do but wait for news from the League members in space, of for the Communion to just arrive if there was no one left to hear from.
  8. Incursion: Holding the Fort

    The Lighthouse November 10, 2014 The transportation platform of the Lighthouse flashed, as an incoming transport arrived from Earth. Velocity materialized on the platform, fully dressed in her costume, although she was still feeling the lingering effects of sleep. The alert that had come over her League communicator had awoken her well before her alarm was set for. But she had wasted little time in getting up and responding, getting over to Freedom Hall and then beaming up to the Lighthouse. Standing near the pad, awaiting her arrival was the cloaked form of Dr. Metropolis. "Good morning Velocity." The enigmatic figure stated in his deep, rumbling voice. "The others have already started to gather in the main meeting room." "Morning, Doctor." Velocity stated with a small smile. "Thanks. I'll get right over there, but first will want to make a small stop for some coffee." The speedster was then off in a blur of yellow, heading towards the space station's galley. A few moments later, she had coffee mug filed with the hot liquid and then made her way to the main meeting room. As Dr. Metropolis had indicated, there were already some League members gathered. Captain Thunder was there, looking a bit tired and worn and seated at the center seat of the large table that was at the center of the meeting room. Johnny Rocket was also sitting along one side of the table, doing his best to patiently wait for everyone to arrive. Standing off to one side were Daedalus and Star Knight talking. Maria had her helmet off at the moment, and looked rather upset. "Good morning Velocity." Captain Thunder said in greeting. "Please have a seat, hopefully the others will not be too long."
  9. Player Name: Electra Character Name: Fleur de Joie Power Level: 15 (244/250) [260] Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 6 In Brief: A plant-controlling heroine who is rehabbing a planet and single-parenting a toddler in her spare time, Fleur de Joie believes in the power of networking to get the job done right. Alternate Identity: Stesha (Madison) Lumins Identity: Secret, but not well-kept Birthplace: Evanston, Illinois Occupation: A florist by profession, currently busy with planetary rehabilitation, parenthood and hero work. Affiliations: Sanctuary, Freedom League Auxiliary Family: Derrick Lumins (Dark Star): husband, Amaryllis Lumins: daughter, b. 06/03/11. Father: Paul Madison, Mother Annie (Lispzyanka) Madison, Sisters: Grace (b 1975), Chloe (1987), Brothers: Basil (1978), Jasha (1980), David (1983) Description: Age: 27 (DoB: May 1, 1985) Apparent Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'3 Weight: 160lbs Eyes: Blue Hair: Green, thigh-length, kept up in braids and crowned with flowers Under normal circumstances, Stesha is about the most harmless-looking person you're ever going to see in your lifetime. Small in stature, with a soft-edged, curvy body and an open, guileless face, she's the person most likely to be ignored or overlooked in a fight. Her most distinctive feature is her extraordinarily long green hair, which she generally keeps in intricate braids pinned close to her head, and accented with a plaited ring of live flowers. In her civilian life, she favors blue jeans and sweatshirts or t-shirts, depending on the weather, with soft makeup whenever she can manage the time. Her costume is a loose green tunic and matching slacks, brown boots and gloves, a belt with many pouches, and a brown cowl-coat that buttons to the bottom of her rib cage in front and hangs to her calves in back. Power Descriptions: All Stesha's powers are of the magic descriptor, and can also be affected by anything that affects plants. History: Stesha's childhood wasn't idyllic, but it was reasonably close. She grew up in Evanston, Illinois, a suburb of Chicago and the home of Northwestern University, where her father was a professor of botany. Her mother was also an avid gardener, as well as a complementary medicine practitioner and midwife, so growing up, Stesha had plenty of exposure to the science any mysteries of plants. With five siblings, she also had plenty of company and competition in every walk of life. All those brothers and sisters meant someone was always around to share the work or the blame, to tell a secret to or take on an adventure. Most of the time she enjoyed her big family, but as she grew up, the problem of dating when one has three overprotective brothers became increasingly annoying. An avid learner, Stesha followed in her father's footsteps and studied plant biology at Northwestern. She enjoyed biology and did well, but soon discovered that her passion was elsewhere. Science was great, but she preferred the magic of a gorgeous flower in full bloom to the colorless data extracted from a crushed and dissected plant specimen. She got her degree in biology, but her minor was in art, and as soon as she graduated, she decided to become a florist. She was able to get an apprenticeship at a highly-regarded shop in Chicago, and discovered a knack for it that she'd never had for lab work. Before long, she was caught up in the life of her community, providing flowers for celebrations and consolations, gifts and gardens, parties and patios. It was very rewarding! She'd been working at the shop for about a year when a shipment arrived that would change her life. Called the Fleur de Joie blossom, the rare specimen was said to bloom only once ever hundred years, and then only for a matter of hours or days. In order to fully capture the event, Stesha and her coworkers set up round-the-clock watch to be on hand for the opening. When it did finally open, very late one night, Stesha happened to be standing right in front of it. The blossom heaved, then released a cloud of shimmering pollen, all over her! She choked and passed out, and when she woke, she felt... different. When her hair began turning green days later, it sealed the deal. The plant had given her powers, and she wanted to know what to do with them! After some cautious experimentation in Chicago, she decided that the best thing to do would be to move to Freedom City, where she could become a real superhero. It didn't take more than a few days in Freedom City for Stesha to realize she was in way over her head. Her powers were useful and fun, but they didn't take her very far if she got into trouble. Luckily, she started making friends almost immediately. With allies like Phantom and Divine, she didn't feel nearly so vulnerable in her hero work, and gradually became braver and more skilled. Divine also introduced her to a friend of hers named Dark Star, who in civilian life was a shy, gawkily handsome man named Derrick Lumins. Stesha and Derrick hit it off right away, an affection that quickly deepened into love. Stesha knew that Dark Star was a cosmic hero who did a lot of his work off Earth, but in those early days he took pains to be around as often as possible, and she convinced herself it wouldn't be a problem. Practice and training broadened Stesha's skills, and eventually she discovered the ability to reach other dimensions through the plant life common to each. While training with Phantom, she came across an Earth that was blasted and dead, obviously from some kind of war decades ago. She thought it looked like a great place to get away from Earth Prime and practice all the plant-growing techniques that just didn't work in the middle of a city. She christened it Sanctuary and made it her home-away-from home. It wasn't long before a situation arose where her nemesis, Beekeeper II, unleashed a swarm of giant bees on the population, then got himself promptly thrown into jail. Once pacified, the bees had nowhere to go, so Stesha took them in on Sanctuary, creating a meadow full of giant flowers for them and asking her friend Gaian Knight to build them a hive of earth to live in. Later on, she discovered a small group of human survivors on the planet as well, and began working with her friend and neighbor Gabriel to give them a better quality of life in a village on her reclaimed land. As the number of inhabitants grew, the Sanctuary project began to take up more and more of her time. Back on Earth Prime, things were busy for her as well. She and Derrick were engaged to be married, but a series of emergencies in deep space kept him off planet for months, to the point where she called off the engagement. He returned with promises that he wanted to be close to Earth and close to her, and the wedding was back on. A rather surprising result of their reconciliation was Stesha's pregnancy, but it was a good surprise for the most part. Stesha wanted children ,and when Derrick finished freaking out, he seemed very excited too. His missions off-planet continued calling him away, though, and his nights on Earth were few and far between. After calling off the wedding once, Stesha was too embarrassed to walk it back again, plus there was a baby to consider now, so despite some misgivings, everything went ahead. It was a lovely wedding and Derrick managed to attend, which was quite a relief. Stesha was surprised and honored to be tapped for membership in the Freedom League Auxiliary, along with her friends Ace Danger, Freedom Angel and Dr. Archeville. She had to dial back her participation in dangerous missions for awhile, but luckily she wasn't the sort to be mixing it up in combat anyway. Her participation in the League, as well as her ongoing project to beautify Freedom City's parks and bolster the spirits of the new heroes who could often be found patrolling there, were ties that kept her very active on Earth Prime, but eventually she moved her main residence to Sanctuary. She built herself a home of leaves and plants, with help from some friends on the fine work that couldn't be done with the local flora. It gave her space, peace and quiet, and most importantly a second bedroom for a nursery. Derrick's presence had decreased from "sporadic" to "all but nonexistent," but they still kept in touch by phone, at least. The work he was doing was very important, and she tried to be understanding. Stesha was haunted by a brief trip to the future she'd taken during a Freedom City timestorm, when a Derrick from a thousand years in the future wept to see her and told her he was sorry for what was going to happen between them. Futures are mutable things, but it didn't bode well. Stesha's daughter Amaryllis was born in June, 2011, after a memorable final encounter with Beekeeper II. Ammy had green hair and a sunny disposition like her mother, and despite Derrick's continuing near-absence, Stesha's many friends meant that she rarely lacked for a helping hand or a babysitter. Sanctuary continued to grow by leaps and bounds, and Stesha settled into a comfortable routine in both her worlds, content if not entirely all the way happy. Personality & Motivation: Stesha is a very sociable person with an optimistic outlook and a generalized desire to make the world a better place. She enjoys meeting new people and making friends, and takes particular pleasure in befriending and mentoring brand new heroes. She takes her many responsibilities seriously and works very hard taking care of them all, but she also tries to take time for fun and relaxation whenever possible. Although she makes herself available as a sounding board for others, she is reticent to discuss her own concerns, and is much more comfortable hiding her personal problems than sharing them with anyone but her closest friends. Powers & Tactics: A plant-controller through and through, all Fleur's powers involve the manipulation of greenery. Oftentimes she'll start out by throwing a handful of seeds wherever she wants to work, then growing them instantly into mature plants she can use. Her powers are often subtle and indirect; she is a fan of keeping a villain distracted with words while a vine creeps up behind them. Her first impulse is generally diplomacy, a fight avoided is a fight won in her book. If diplomacy doesn't work, she typically moves to attempting to clear the field with her snares and dimensional pocket. Despite her subdued fighting style, she can definitely put on a heck of a show when she wants to. In her element or on her planet Sanctuary, her displays of power can be awesome and landscape-changing as she raises forests in seconds or turns acres of scrub into piles of mulch with a wave of her hand. When she was pregnant with Amaryllis, she began forming fairy rings of flowers and mushrooms wherever she stood or sat, even indoors, but that has tapered off, much to her relief. Complications: I Need You, Baby: There are a lot of people counting on Stesha for their very survival. First and foremost is her little girl Amaryllis, who is still a toddler and wholly dependent on her mother. The giant bees also count on her to provide the giant flowers that are their primary sustenance, and the humans in their village need her healing powers and plant magic to help them survive and grow their small population. Getting away from it all is not really an option Caught in a Bad Romance: Stesha loves her husband Derrick, but he is literally never around anymore. This fact can be depressing and distracting, especially when she is reminded of it by seeing other happy couples. With Flowers in Her Hair: Stesha's long green hair is actually alive, and an important component of her powers. The last six inches or so are dead cells and can be cautiously trimmed, but anything above that is part of her body and will cause pain and damage if cut. If too much of her hair is damaged or lost, she will not be able to use her immunities to food and sleep, nor will she be able to regenerate her health. Where Everybody Knows Your Name: Stesha technically has a secret identity, but it's a very poorly kept secret. There isn't much she can do to hide her highly distinctive coiffure, and she's not great at maintaining an air of mystery. She doesn't always even need to be in uniform for people on the street to know who she is, one more reason she spends a lot of her downtime on Sanctuary. Let Them Not Pass Like Weeds Away: A naturally compassionate person, Stesha's first inclination is to safeguard all life, even of people who are trying to kill her. It is also very hard for her to accept that sometimes you can't save everyone. What You Give is What You Get Returned: Stesha is friends with many, many, many superheroes, and she knows that if she's in trouble, she can call on them for help. On the flip side, if one of them calls her for help, she will do anything she can to assist. She's also a member of the Freedom League Auxiliary, which carries a whole other set of responsibilities that she strives to live up to. But there are only so many hours in the day! Abilities: 0 + 0 + 14 + 4 + 4 + 10 = 32PP STR: 10 (+0) DEX: 10 (+0) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) Combat: 16 + 16 = 32PP Attack: +8 (+10 Flower Power) Defense: +10 (+2 Dodge Focus, +4 Flat-Footed) Initiative: +8 Grapple: +8, +28 w/Move Object Knockback: -10/-3 Saving Throws: 3 + 10 + 8 = 21PP Toughness: +20/+7 (+7 Con, +13 Protection) Fortitude: +10 (+7 Con, +3) Reflex: +10 (+0 Dex, +10) Will: +10 (+2 Wis, +8) Skills: 112R = 28PP Bluff 15 (+20) Skill Mastery Concentration 8 (+10) Diplomacy 15 (+20) Skill Mastery Gather Information 16 (+21) Skill Mastery Knowledge (Life Sciences) 8 (+10) Skill Mastery Medicine 8 (+10) Skill Mastery Notice 13 (+15) Skill Mastery Profession (Florist) 3 (+5) Skill Mastery Sense Motive 13 (+15) Skill Mastery Stealth 5 (+5) Survival 8 (+10) Feats: 28PP Accurate Attack Benefit (Freedom League Member) Connected Dodge Focus 2 Equipment 10 Improved Initiative 2 Inspire 5 Interpose Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive) Uncanny Dodge (auditory) Well-Informed Equipment 10PP = 50EP Headquarters: 47EP Size: Planetary (18EP), Toughness: +20 (3) Features: Animal Pens, Computer, Defense System 3 [blast 15 [bEES], Snare 15 (entangling vines), Stun 15 (stun flowers)], Gym, Holding Cells, Infirmary, Isolated, Living Quarters, Personnel, Pool, Power System, Sealed, Self Repairing, Think Tank, Workshops Powers: ESP (3), Impervious Toughness (1), Super Senses (1) ESP 9 (visual and auditory; Extras: Duration [Continuous], Simultaneous; PFs: Rapidx10, Subtle) Impervious Toughness 15 (Active/Sustained) [15PP] Super-Senses 1 (Communications Link w/ Fleur) Masterwork Commlink: [1EP] Masterwork Flashlight: [1EP] Masterwork PDA: [1EP] Powers: 2 + 63 + 3 + 3 + 14 + 2 + 6 = 92PP Feature 2 (Distinguish Seeds By Touch Instantly, Instantly Make Flowerpots) [2PP] Flower Power Array 24 (48 pp, PFs: Accurate, Alternate Powers 14) [63PP] BE: Snare 20 (entangling vines, PFs: Indirect 3, Obscures Senses 3 [Visual + Audio], Reversible, Subtle) {48/48} AP: Create Object 15 (plant shapes, Extras: Duration [Continous/Lasting], PFs: Precise, Selective, Subtle) {48/48} AP: Dimensional Pocket 5 (inside Flora, Extras: Duration 3 [Continuous/Lasting], Range [Ranged], Feats: Indirect 3, Progression [Cargo] 10 [1,000 tons], Subtle) {44/48} AP: Damage 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {13+26+5=44/48} AP: ESP 8 (Flora's gaze, Visual + Audio Senses, 2,000 miles ["Same Continent"], Extras: Duration [sustained], No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {44/48} AP: Healing 13 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Healing 13 (plantsboon, Extras: Area [Targeted, Burst, 65ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Move Object 20 (mobile vines, Effective STR 100, Heavy Load: 12288 tons) (PFs: Indirect 3, Subtle) {44/48} AP: Nullify 10 (photosynthetic mastery, All "Air" Powers, Extras: Area [General, Burst], Effortless, Selective, Flaws: Range [Touch], Feats: Progression [Area] 3 [500ft radius], Subtle) {44/48} AP: Snare 15 (nature's grasp, Extras: Area [General, Shapeable], Selective, Flaw: Distracting) {45/48} AP: Stun 20 (stunflower, Extra: Range [Ranged], Flaw: Action [Full], PFs: (Indirect 3, Sedation, Subtle, Variable Descriptor 1 [any plant]) {46/48} AP: Super-Movement 3 (plant dooors, Dimensional Movement 3 [Any Dimension], Extras: Duration 2 [Continuous], Portal 2, Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5 [250ft x 250ft], Turnabout, Subtle) {28/48} AP: Teleport 9 (plant doors v.2, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Affects Others, Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 12 [500 tons], Turnabout, Subtle) {44/48} AP: Teleport 9 (plant doors v.3, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Linked [super-Movement], Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 14 [2,500 tons], Progression [save DC] 5 [DC24]) [40PP] + Super-Movement 2 (Dimensional Movement 1 [To/From Earth-Fleur], Extras], Flaws: Medium (Plants)) [4PP] {40+4/44/48PP] AP: Transform 10 (plant mastery, 1,000 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {42/48} Immunity 3 (ambrosial, Aging, Disease, Poison) [3PP] Immunity 2 (plant physiology, Critical Hits, Sleep) [3PP] Immunity 1 (photosynthesis, Suffocation [CO2], Extra: Affects Others) [2PP] Protection 13 (lignin skin, PF: Subtle) [14PP] Regeneration 2 [ambrosial, Resurrection 2, 48 hours] [2PP] Regeneration 10 (botanical rejuvenation, Recovery +2 [+9], Recovery Rate: Bruised 3 [No Action], Staggered 1 [20 minutes], Injured 2 [5 minutes], Disabled 2 [1 hour], Flaws: Source [sunlight], Feats: Regrowth) [6PP] 32 + 32 + 21 + 28 + 28 + 93 = 244/250PP ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Dissolve Plants Perception DC23 Fortitude (Staged) Drain Toughness Perception DC28 Toughness (Staged) Damage Entangling Vines Ranged DC30 Reflex (Staged) Entangled/Bound Grow Plants Ranged DC20 Fortitude Transform Magic Flower Ranged DC20 Reflex Dimensional Pocket O2 Burst Ranged/Area DC20 Reflex 1/2 Effect Ranged/Area Contested vs Power Rank/Will Nullify Step Through Plants Touch DC24 Reflex Teleport Stun Flower Ranged DC30 Fortitude (Staged) Dazed/Stunned/Unconscious Vines (Thrown Object) Ranged DC35 Toughness (Staged) Damage
  10. Velocity Power Level: 15 (243/250PP) [321] Trade-Offs: -2 Toughness/+2 Defense; -4 Damage/+4 Attack with Rapid Fire and Rapid Attack Unspent Power Points: 7 Old character sheet is >here. In Brief: Archetypical speedster. Alternate Identity: Megan Howell Identity: Secret Birthplace: Freedom City Occupation: Socialite Affiliations: Freedom League Reservist Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother); Lawrence Harrow (son); Robert Harrow (fiance) Age: 22 (July, 1991) Gender: Female Height: 5' 5" Weight: 110 lbs Eyes: Blue Hair: Blonde (in costume wears a brunette wig) Megan has always been an attractive girl, one of those lucky ones who seemed to completely skip the awkward teenage stage. Now she has matured into a very stunning young woman, with a lean and tone body that still has plenty of curves. While she has long had a taste for the more expensive end of fashion, since attending Yale, she began wearing more moderately priced clothes around campus and has continued to do so in more general casual situations since returning to Freedom City. As Velocity, her costume is a yellow, form-fitting bodysuit with thin black and white checkered strips running down the arms and legs. She also wears yellow gloves and boots, and a small utility belt in which she carries a few things, such as steel ball bearings which she throws at supersonic speeds. In addition, she covers most of her head in a yellow mask, leaving only the lower part of her face exposed. To further conceal her identity, a brunette wig extends out of the back of the mask. Hi-tech, mirrored goggles cover her eyes and part of the upper half of her face. Power Descriptions: Megan has the ability to move at many times the speed of sound, her speed allowing her to run across water, up the sides of buildings, and even vibrate fast enough to pass through walls. Her speed goes beyond just movement, with Megan able to perform tasks that might take a normal person an hour in a few seconds. History: Megan is the youngest child of Donald and Erin Howell, both parents coming from old money families (Donald's is from Boston while Erin's is from Freedom City). Her father is currently the chair of the corporate law practice group of Hartford, Grayson & Cole, Freedom City's largest law firm. Her mother is a well known philanthropist, involved in a number of charitable foundations around the city. Megan grew up in North Bay, where her parents have a very large home. Her childhood years were filled with numerous gymnastics and dance classes, which lead her to cheerleading when she attended the exclusive private high school, North Bay Academy. Early in her Sophomore year, Megan was on a field trip to Astro Labs when a supervillain tried to steal some invention or another. During the chaos of the battle with a superhero that arrived to stop the theft, Megan was exposed to some chemicals which granted her superspeed. It was not long before Megan was using her new found powers to help people and fight crime under the identity of Velocity. While her activities were initially restricted to North Freedom and parts of downtown, in her Senior year of high school Velocity found herself involved in more and more encounters with supervillains. At the same time she began teaming up with more of the other superheroes in Freedom City, even having chances to work with some of the members of the Freedom League. After stumbling across a plot by the Tyranny Syndicate to replace various key and influential people in Freedom City with their duplicates from the Syndicate's dimension, Velocity teamed up with Raven to put a halt to the Syndicate’s plan, and in the process took down Johnny Speed, the Syndicate's version of Johnny Rocket. Velocity was extended an invitation to join the Freedom League and accepted the invitation, even as she finished high school and began attending college at Yale University. While easily able to quickly travel from New Haven to Freedom City when needed, the stress that being called away to missions, often in other parts of the world, placed on any attempt to have even a semblance of a "normal" college experience began to wear on Megan. She had herself placed on reserve status with the League, and briefly associated with a group of Freedom City based heroes, the Interceptors, but that proved short lived, as she soon choose to try to focus more on college. However, Megan soon found she could not so easily set aside her identity as Velocity. Attempting to live life at a more normal pace (save for studying) soon had Megan feeling as if she was going to go insane from boredom. Once again she began making outings as Velocity, generally basing her activities around New York City to keep any attention off New Haven. As most of these outings were random good deeds and non-superpowered crime stopping, it was easier to develop the balance in her life that had existed at the start of her career. Last year Megan had the opportunity to spend a year abroad, studying at the University of Cambridge. While in England, Megan reconnected with Robert Harrow, a young member of the British nobility with whom she had had a brief fling in Ibiza during her pre-college European vacation with a pair of high school friends. By Megan's standards, their renewed relationship was a long one, but it came to its inevitable end when Megan was unable to explain a several day absence when Velocity had been called up by the Freedom League to help with a mission. After finishing her year at Cambridge, Megan has returned to the United States, and is now in her last year at Yale. She managed to arrange that the bulk of her credits for her last semester at Yale would be covered by a internship with Summit Transnational Group’s corporate headquarters in Freedom City. She has a couple of seminars, which she mainly attends via teleconference, and really only has need to be up in New Haven once or twice a week. Personality & Motivation: Megan has always been something of an overachiever, exactly what one would expect given her highly successful parents, not to mention two accomplished older siblings. While certainly one to have fun when she can, Megan has a strong work ethic along with a desire to help others. Outgoing and confident, she has little trouble in most social settings. As Velocity Megan has a chance to cut loose and be more carefree and impulsive. Begin a superhero gave her the opportunity to stop bad guys, crack jokes while doing so, and help people along the way. While time and experience has tempered this with a bit more seriousness, she still presents an overly energetic and free spirited persona. Powers & Tactics: Speed is Megan's primary tactic, allowing her to almost always react before anyone else, make an attack, and be gone and out of sight before most would even realize she has even moved. Her powers provide her an array of offensive abilities, from being able to throw punches at supersonic speeds to being able to generate a localized sonic boom that can be rather destructive. While speed and agility are Megan's primary defense, she is much tougher than she looks, a side effect of her body having adapted to being able to move at such high speeds. Complications: Secret Identity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about. Fear the Future: Megan has recently learned that in some timelines, she and Robert Harrow have a son named Collapse who is capable of shredding the time/space continuum. As Velocity, she has also run into agents from an organization in the future working to stop Collapse in as many timelines as possible. Relationship: Despite learning about Collapse, Megan and Robert Harrow have renewed their relationship. Abilities: 0 + 10 + 8 + 6 + 2 + 10 = 36PP Strength: 10 (+0) Dexterity: 30 (+10) [20 (+5)] (Enhanced Stat) Constitution: 28 (+9) [18 (+4)] (Enhanced Stat) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 14 + 20 = 34PP Initiative: +50 Attack: +7, +15 w/Strike, +19 w/Rapid Fire, Rapid Attack Grapple: +6 Defense: +17 (+10 base, +7 Dodge Focus)(+5 flat-footed) Knockback: -6, -4 flat-footed Saving Throws: 4 + 6 + 9 = 19PP Toughness: +13 (+9 Con, +4 Defensive Roll); +9 flat-footed Fortitude: +13 (+9 Con, +4) Reflex: +16 (+10 Dex, +6), Evasion 2 Will: +10 (+1 Wis, +9) Skills: 104R = 26PP Acrobatics 14 (+24) Bluff 6 (+11, +15 w/ Attractive) Concentration 9 (+10) Diplomacy 8 (+13, +17 w/ Attractive) Drive 2 (+12) Gather Information 8 (+13) Kn: Business 10 (+13) Kn: Civics 4 (+7) Kn: Current Events 2 (+5) Kn: History 2 (+5) Kn: Physical Sciences 2 (+5) Kn: Pop Culture 5 (+8) Notice 9 (+10) Sense Motive 7 (+8) Perform: Dance 15 (+20) Pilot 1 (+11) Feats: 22 PP Attractive Benefit 3 (Wealth 2/Rich; Freedom League Member) Connected Defensive Attack Defensive Roll 2 Dodge Focus 3 Elusive Target Equipment 6 (free from Gold Award) Evasion 2 Improved Initiative Luck 3 Move By Action Power Attack Uncanny Dodge (sight) Well Informed Equipment 6PP = 29EP Freedom Leagues Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] North Bay Estate Headquarters: Size: Huge; Toughness 10; Features: Communications; Computer; Dock; Fire Prevention System; Garage; Grounds; Gym; Laboratory; Library; Living Space; Pool; Power System; Security System 2 (DC 25); Stables; Staffed; Workshop [21EP] Alternate HQ: Compound in Fiji [1EP] Alternate HQ: Country Estate in England (Robert's family home) [1EP] Note: Grounds increases size to Colossal for purposes of gardens, estates, etc (used in 3E); Stables function as a garage for horses and the like. Powers: 4+10+10+13+11+11+3+1+43 = 106 PP Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP] Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5} Enhanced Constitution 10 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 (10 total) [+40]) [13PP] Quickness 11 (X5,000) [11PP] Speed 11 (25,000 MPH) [11PP] Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3PP] Super Strength 1 (Flaw:Limited only to carrying capacity up to heavy load; Hvy Load: 200 lbs) [1PP] Super Speed Array 19 (38PP Array; Feats: Alternate Power 5) [43PP] BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/38} AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch; Feats: Progression 2 (x5 Area (150-ft or 375-ft radius area)) {32/38} AP: Maximum Velocity: Quickness 6 (17 total: x500,000) and Speed 6 (17 total: 2,500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {26/38} AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/38} AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 6 (+12 hit); Improved Critical 2 [18-20]) {38/38} AP: Rapid Attack: Damage 10 (Extra: 250-ft. Targeted Area Burst; Selective; Feat: Accurate 6 (+12 hit); Progression 2 (x5 Area)) {38/38} Drawbacks: 0 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 15/Toughness Bludgeoning Damage Strike Touch 30/Toughness Damage (crit 18-20) Rapid Fire Ranged 25/Toughness Damage (up to DC 29 w/autofire, crit 18-20) Sonic Boom Touch 30/Toughness Sonic Rapid Attack Touch 25/Toughness Bludgeoning Damage Totals: Abilities (36) + Combat (34) + Saving Throws (19) + Skills (26) + Feats (22) + Powers (106) = 243/250 Power Points
  11. Character Name: Comrade Frost Power Level: 12/13 (205/205PP) Trade-Offs: None Unspent PP: 0 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Description Age: 100 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian] Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men] Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] The ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura] Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP Strength: 10/24 (+0/+7) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Ranged/+8 Melee, +8/12 w/ Thermovore Array (Ranged/Melee) Grapple: +15, +18 w/ Frozen Armor Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ Frozen Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 5 + 7 = 12PP Toughness: +12 (Impervious 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 9 (+10)SM Concentration 3 (+5) Handle Animal 4 (+5) Knowledge (Arcane Lore) 5 (+10)SM Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10)SM Languages 6 (English, German, Greek, Latin, Old Church Slavonic, Old Norse, Russian [base]) Medicine 7 (+9)SM Notice 8 (+10) Sense Motive 8 (+10) Feats: 18PP Attack Focus Melee 4 Benefit (Security Clearance [Russian]) Dodge Focus 8 Eidetic Memory Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine) Uncanny Dodge (Infravision) Powers: 1 + 14 + 3 + 8 + 5 + 13 + 30 + 20 + 8 + 4 + 3 + 2 + 4 + 29 = 144PP Comrade Frost's thermovore powers have the descriptors 'cold', 'dimensional', and 'magic'. His vampire powers have the description 'vampiric' Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced STR 14 (Vampiric, to STR 24/+7) [14PP] Environmental Control 1 (Cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch]) [3PP] Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard-to-Lose) [8PP] Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 6 (12PP Array; Power Feat: Alternate Power) [13PP] BE: Flight 1 (10 mph/ 100 feet per Move Action, Extra: Linked [insubstantial]) {2PP} + Insubstantial 2 (icy fog; Extra: Linked [Flight]) {10PP} {12/12PP} AP: Impervious Toughness 6 (frozen armor; Extra: Duration [sustained,+0]) {6} + Super-Strength 3 (Effective Str 39) {4} {6+6=12/12} Immunity 30 (Fortitude Effects) [30PP] Immunity 40 (energy vampire; lethal energy damage) [20PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery +0 [5], Resurrection 1 [1 week]; Flaw: Source [blood or heat 37°C/98°F]) [3PP] Super-Senses 2 (Infravision [Enhancement: Tracking 1]) [2PP] Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Ranged ) [4PP] Thermovore Array 12 (24PP Array; Power Feats: Accurate 2, Alternate Power 3) [29PP] BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24PP} AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24PP} AP: Paralyze 12 (freezing grasp; Extra: Alternate Save [Fortitude, +0] ) {24/24PP} AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24PP} Drawbacks: -4PP Vulnerable (Cold [Common], Major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Ranged DC 22 Fort (Staged) Drain Toughness Freezing Grasp Touch DC 22 Fort Slowed/Paralyzed Mass Heat Drain Touch [Area] DC 27 Toughness (Staged) Damage (Physical) Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (6) + Combat (16) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (144) - Drawbacks (4) = 205/205 Power Points
  12. Graduation Day: Summa Cum Laude (IC)

    Continued from >There Won't Be A Next Time June 1st, 2011. 8:05 AM   Young Freedom missed graduation, but then again, so did everyone else. The ceremony had been postponed the minute the five young heroes had disappeared from view, for all that they'd reappeared only five minutes later on the other side of town with the broken chestplate of Omega's armor and a wild story to tell. There were debriefings to come, no doubt extensive ones that would exhaustively pour over every detail of the fight at the end of reality and all that had come before it: the death of the multiverse, the trip to four worlds, the appearance and disappearance of Rick Lucas, and finally the seeming destruction of the Lord of Entropy himself. But first, Bolt's speedy trip back to Freedom Hall after the reappearance of Travis, Martha, and Erin's cat on the Claremont lawn had meant the League teleporters were already working. By the time the Young Freedom kids had given their hasty explanations to the startled Captain Thunder and headed inside for their debriefing, their missing loved ones, even Quo-Dis who was holding a very familiar orange cat, were waiting for them inside. For their part, Mark and Martha took a look at each other, Mark's look confirming what Martha had already known, and they simply embraced, the moment too sharp, too painful, coming after too much overwhelming emotion even for weeping. "I'm proud of you, Mark," Martha whispered fiercely. "So very proud."
  13. Gabriel (PL 12/15) - KnightDisciple (Gold)

    Player Name: KnightDisciple Character Name: Gabriel Power Level: 15 (250/250PP) (PL 12 Caps) [280] Trade-Offs: None Unspent PP: 0 Progress To Impervium Status: 126/150 Alternate Identity: Carson Finbar Keefe Identity: Secret Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor) Occupation: Drama Teacher Affiliations: Freedom College, Freedom League (Reserve Member) Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) Age: 29 (DoB: March 21, 1984) Apparent Age: N/A Gender: Male Ethnicity: Irish Caucasian Height: 6' Weight: 170 lbs. Eyes: Blue Hair: Red Speech Color: Maroon Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. History: (Full history found >here.) Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. Personality & Motivation: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians. Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world). Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. Complications: Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him. Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 50/30/20 (+20/+10/+5) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed Saving Throws: 8 + 9 + 10 = 27PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +11 (+3 Con, +8) Reflex: +11 (+2 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 140R = 35PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)SMUE Diplomacy 10 (+40/+20/+15)SMUE Gather Information 10 (+40/+20/+15)SMUE Intimidate 10 (+40/+20/+15)SMUE Knowledge (Arcane Lore) 8 (+10) Knowledge (Art) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+16) Perform (Acting) 10 (+30/+20/+15) Perform (Oratory) 8 (+28/+18/+13) Perform (Singing) 8 (+28/+18/+13) Perform (Wind Instruments) 10 (+30/+20/+15) Sense Motive 12 (+16) Feats: 39PP All-Out Attack Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 4 Equipment 6 (30EP) Fascinate (Bluff) Improved Initiative Inspire 5 Leadership Luck 5 Power Attack Rallying Cry Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed Equipment 6PP = 30EP Headquarters (>Monastery) Size: Colossal (5EP) Toughness: +10 (1EP) Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space, Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP) Powers: Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP) Freedom League Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor) Features 1 (Quick Change) [1PP] Immunity 2 (Critical Hits) [2PP] Protection 5 [5PP] Super-Senses 2 (Darkvision) [2PP] Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear) Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP] Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver) Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP] Enhanced Charisma 10 (to 30/+10) [10PP] Flight 1 (10mph / 100ft per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation) Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Blast 12 (Extras: Autofire ) [34PP] Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP] Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP] Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP] Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP] Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP] Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP] Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points
  14. Gaian Knight Power Level: 13/15 (225/250 pp) [252] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 25 In Brief: Young professor, given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League (reserve) Family: Parents (west coast), Brother (location unknown; estranged) Sidekick: Tiamat Description: Age: 29 (DoB: October 1984) Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 170 lbs. Eyes: Green (now flecked with Gold) Hair: Brown A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticeable earthy-gold glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around in the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archaeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and took advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. Personality & Motivation: Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he genuinely enjoys helping people, even if he’s aware that may be occassionally naïve. He enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight; he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's no master combatant or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponent. Complications: Honor (Chivalry): Respect and honor; he’s not an old-school knight, but even before getting his powers he was of the “won’t hurt a lady†sort. Though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things... and to fight a fair battle against an enemy he knows (or thinks) is honorable. Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. Secret: Identity. Teleportal: Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. Abilities: 4 + 0 + 6 + 4 + 6 + 4 = 24pp Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 18 + 14 = 32pp Initiative: +0 Attack: +9 Base, +13 Earthshaping Grapple: +11 Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -8/-3/-1 Saving Throws: 10 + 8 + 7 = 25pp Toughness: +16/+7/+3 (+3 Con, +13 Protection or +4 Breastplate) Fortitude: +13 (+3 Con, +10) Reflex: +8 (+0 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 72R = 18pp Climb 4 (+6) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15, +11 Nightvision Goggles) Perform (Oratory) 5 (+7) Sense Motive 8 (+11) Sleight of Hand 10 (+10) Feats: 36pp Dodge Focus 3 Equipment 6 (30EP) Luck 2 Precise Shot Sidekick 24 + 15 (Veteran Award) = 39 Equipment: 6pp = 30ep Customized Platemail Chestpiece (Protection 4) [4ep] Goggles (Flash/Nightvision) [4ep] League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] A handful of large land masses floating above the surface of Earth-Sanctuary. The largest, central 'island' has a very nice castle, of all things. Size: Colossal [5ep] Toughness: +10 [1ep] Features: [9ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Flight 8 (Extras: Duration [Continuous]) [24pp] Power System Sealed Workshop Powers: 1 + 6 + 54 + 3 + 3 + 13 + 10 = 90pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [Current Knight]) [6pp] An old and ornate-looking masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 22 (44pp Array, Feats: Accurate 2, Alternate Power 8) (Earth, Magic) [54pp] Base Power: Create Object 13 (13 cubes, Lifting STR 65 [Heavy Load: 100 tons], Toughness +13; Extras: Duration [Continuous], Range [Perception], Flaws: Action [Full], Feats: Precise, Progression 3 [50ft cubes], Stationary) [44pp] Alternate Power: Blast 13 (10 130ft Range Increments / 1,300ft Max Range; Extras: Autofire, Feats: Indirect 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [42pp] Alternate Power: Blast 13 (1,300ft Max Range; Extras: Area [General, Shapeable], Feats: Indirect 2, Progression [Area] 2 [65 5ft cubes], Variable Descriptor [bludgeoning, Piercing, Slashing]) [44pp] Alternate Power: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 10 [5ft-100ft tunnel], Subtle) [41pp] Alternate Power: Move Object 22 (Lifting STR 110 [Heavy Load: 50K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [44pp] (Earth Control) Alternate Power: Move Object 11 (Lifting STR 55 [Heavy Load: 24 tons]; Extras: Damaging) [33pp] (Earthen Hands) Alternate Power: [10 + 34 = 44pp] Obscure 5 (Visual Senses, 500ft Max Range, 100ft radius; Extras: Independent, Total Fade [10 rounds]) [10pp] Snare 13 (10 130ft Range Increments / 1,300ft Max Range; Feats: Indirect 2, Obscure Senses 5 [All], Reversible) [34pp] Alternate Power: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [standard Action to open Portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [standard Action to open Portals], Feats: Change Velocity, Progression [Portal Size] 2 [25ft x 25ft], Complications: Medium [Anchor-Stones]) [33pp] [6 + 36 = 42pp] Alternate Power: Transform 10 (Earth Into Earth, 1000 lbs., 10 100ft Range Increments / 1000ft Max Range; Extras: Duration [Continuous/Lasting], Feats: Precise) [41pp] Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Protection 13 [13pp] (Earth, Magic) Super-Senses 10 (Detect Earth 2 [Mental, Extras: Accurate, Acute, Analytical, Radius, Ranged], Tremorsense [Tactile, Extras: Ranged]) [10pp] (Earth, Magic) [table]DC Block ATTACKRANGESAVEEFFECT UnarmedTouchDC17 Toughness (StagedDamage (Physical) SwordTouchDC21 Toughness (Staged)Damage (Physical) BlastRangedDC28* Toughness (Staged)Damage (Physical) Area BlastRanged/AreaDC23 Reflex1/2 Effect DC28 Toughness (StagedDamage (Physical) Create ObjectRangedDC23 ReflexTrapped Dropped ObjectRanged/AreaDC23 ReflexNo Effect DC28 Toughness (Staged)Damage (Physical) Earth ControlPerceptionGrapple checkPinned/Bound Move ObjectRangedDC26 Toughness (Staged)Damage (Physical) Thrown ObjectRangedDC28 Toughness (Staged)Damage (Physical) SnareRangedDC23 Reflex (Staged)Entangled/Bound Disabled (All Senses)[/table]*Up to DC34 with Autofire. Abilities (24) + Combat (32) + Saves (25) + Skills (18) + Feats (36) + Powers (90) - Drawbacks (0) = 225/250 Power Points Character Name: Tiamat Power Level: 11 (195/195pp) Trade-Offs: -4/+4 Attack/Damage, -4/+4 Defense/Toughness Unspent Power Points: 0 In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks. Alternate Identity: Teagan Delphyne Identity: Secret Birthplace: Europe, Alternate Earth Occupation: Part-Time Translator Affiliations: Gaian Knight, Sanctuary Family: None local. Description: Age: 297 Apparent Age: Mid-Twenties Gender: Female Ethnicity: Lizard (Caucasian, in human form) Height: 6' (human), up to 16' (dragon) Weight: 165lbs / ~6 tons Eyes: Red Hair: Dark red, down to her shoulder blades Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Strong, pleasant features built on a (deceptively) strong frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army. It's something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and truly powerful, a European-style quadrupedal, horned dragon straight out of myth and legend. Her hide runs dark along her underside but a deep crimson everywhere else, a huge creature of teeth and scales and awful beauty. But for all her savage glory, the intelligence behind her slitted red eyes mark her unmistakeably as above a common beast. Power Descriptions: Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing red and orange flames. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too: difficult to gather together when your species is so competetive, and nigh impossible to blend into human society (even if you could disguise your eyes and hair and hide from too-clever wizards) when the magic that offered you human form left you marked with a symbol of what you truly were. It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all. And then she woke up somewhere very different with a very strange man nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember. Personality & Motivation: Teagan is proud, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a delicious cake. She's loyal to a fault (once you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and willing to stand her ground, no matter the cost, for a good cause. She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear - she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America. Powers & Tactics: No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhemling force, but she's a clever and experienced fighter (if largely self-trained) coming from a lifetime of conflict. Complications: Compu-whatnow?: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. Dragon: Dragon. Secret: Identity. Abilities: 14 + 2 + 14 + 4 + 2 + 4 = 40pp Strength: 24 (+7) / 40 (+15) Dexterity: 12 (+1) Constitution: 24 (+7) / 32 (+11) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16pp Initiative: +1 Attack: +4 Base, +5 Melee, +6 Mace, +9 Unarmed (human) / +7 Unarmed (dragon) Grapple: +16 / +30 / +40 (Super-Strength) Defense: +9 (+4 Base, +5 Dodge Focus) / +7 Dragon, +2 Flat-Footed Knockback: -3 / -15 Saving Throws: 3 + 7 + 9 = 19pp Toughness: +7 (+7 Con) / +15 (+11 Con, +4 Protection) Fortitude: +10 (+7 Con, +3) / +13 (+11 Con, +3) Reflex: +8 (+1 Dex, +7) Will: +10 (+1Wis, +9) Skills: 64r = 16pp Bluff 8 (+10) Intimidate 16 (+18, +22 dragon) Knowledge (Arcane Lore) 8 (+10) Language 1 (Draconic [native], English) Notice 10 (+10) Search 3 (+5) Sense Motive 8 (+8) Survival 10 (+10) Feats: 16pp Attack Focus (Melee) 1 Attack Specialization (Unarmed) 2 Dodge Focus 5 Equipment 1 Fast Task (Startle) Power Attack Ritualist Set-Up Startle Takedown Attack Uncanny Dodge (auditory) Equipment: 1pp=5ep League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Powers: 53 + 4 + 16 + 3 + 6 + 6 = 88pp Alternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Damage 3 (stacks with Damage 8 below; Extra: Area (General, Cone), Feats: Alternate Power 1) [7pp] Alternate Power: Super-Strength 10 (Heavy Load: 3,200 tons; Feats: Super-Breath, Thunderclap) (22/22) Flight 2 (25mph / 250 ft per move action) [4pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] Protection 4 (Feats: Innate) [5pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 2 (Speak Any, Understand Any) [4pp] (gift of tongues) Damage 8 (Extras: Area (General, Cone)) [16pp] (fire breath) Device 1 (Flaw: Easy-to-Lose) [3pp] A heavy, unadorned dull steel mace with a leather-wrapped handle and a hanging leather loop. Feature (Masterwork; +1 Attack) [1pp] Strike 3 (Feat: Mighty) [4pp] Immunity 11 (Aging, Fire Effects [Flaw: Half]) [6pp] Super-Senses 6 (Detect Magic [Olfactory, Extra: Acute], Infravision, Ultra-Hearing) [6pp] [table]DC Block ATTACKRANGESAVEEFFECT Unarmed (human)TouchDC22 Toughness (Staged)Damage (Physical) Unarmed (dragon)Touch (10')DC30 Toughness (Staged)Damage (Physical) MaceTouchDC25 Toughness (Staged)Damage (Physical) Fire Breath (human)80' coneDC23 Toughness (Staged)Damage (Fire) Fire Breath (dragon)110' coneDC26 Toughness (Staged)Damage (Fire) Thunderclap55' radiusDC21 ReflexDeafened DC21 Fortitude (-1/round)Recover[/table] Abilities (40) + Combat (16) + Saving Throws (19) + Skills (16) + Feats (16) + Powers (88) - Drawbacks (0) = 195/195 Power Points
  15. House of L (IC)

    It was a quiet Memorial Day weekend around Freedom City, one quiet enough that many of Freedom City's superheroes (including its teenage contingent) went out of town to visit their families over the weekend, or go elsewhere with their families to enjoy the long weekend. Claremont Academy was hosting a barbecue for the kids who had no place to go, but there were plenty of other things to do in and around campus. Until, that is, the emergency alert went off: it rang first for the members of Young Freedom, jangling through the communicators they all carried, but then it began beeping frantically all across campus. This was a school emergency, requiring the attention of many of the teenage heroes at Claremont who weren't affiliated with Young Freedom. The Freedom Leaguer Siren had been visiting campus for the holiday, perhaps to visit her old friend Duncan Summers, and she quickly took charge of the emergency. "Everyone who can help, follow me! If you can't get yourself quickly, find a teleporter, flier, or speedster, and follow the distress call." She took out her League transponder and fiddled with it quickly, her scientist's fingers moving fast over the hand-sized piece of high technology. "If you have to get there on your own, use League coordinates 08401-08406. That'll put you in Ashton, right at...oh, by the loa, it's Rick Lucas' house." Siren had been on the old Freedom League; the ageless beauty had been there since the 1960s. She knew Rick Lucas, the former mascot-cum-junior member of the Silver Age League, and of course his son, Claremont student Mark Lucas, very well indeed. "Quickly now!"
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