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  1. Rene DeSaens Power Level: 12 (250/250 PP) Unspent Power Points: 0 Trade-Offs: +5 Toughness / -5 Defence In Brief: Famous French Artist Magician and Libertarian Catchphrase: “Zut Alors!” “I am just a helpless old man!” Birthplace: Paris, France Residence: Freedom City, Base of Operations: Freedom City (And Paris) Occupation: Artist Affiliations: Loosely speaking; the French Government, Artistic Communities, the Halbediers. Family: None alive Description: Age: 240 (DOB: 7th July, 1777) Apparent Age: Venerable Gender: Male Ethnicity: Caucasian Height: 5’7” Weight: 68 Kgs Eyes: Brown Hair: White Rene is stooped with age but has a robust energy. He has a wild white grey beard and hair, and usually wears a beret and glasses. History: As a young man, Rene fought in the French Revolution. He ended up helping Broken Crow, master mage of the time, track down and destroy a necromancer in Paris (the nefarious Count Necromme). Impressed with Rene’s passion and bravery, Broken Crow pointed him down the path of magic. Over the centuries, Rene has been a revolutionary, philosopher, and magician but above all an artist! He has come into conflict, several times, with the mysterious Gallia (Spirit of Aristocratic France) and been involved with the rather chaotic and conflicted Halbediers (magicians of France). Rene has always had a sense of something awful happening in Freedom City, and moved there in 2010 as a semi-retired artist. Personality & Motivation: Rene is an irritable, classic “Artist” who can be grumpy at times but this is a bit of an act; he is extremely warm hearted – although has little time for fools. Rene is well known for hugely down playing his powers, insisting he is only a helpless old man, with trivial arcane abilities at most. Aside from his political / philosophical leanings (mainly around “Liberty!”) and general good nature (he has seen plenty of wars and horrors over the years), he also takes a role in protecting Earth from arcane threats. Powers & Tactics: Rene is an extremely experienced and powerful mage, with centuries of skill and wisdom behind him. He has survived partially because he is very careful to down play his power. He is able to “paint” onto reality, creating streaks of magical power such as light or eldritch blasts, or physical objects like cobwebs or chains. This is not reality warping but, with his artistic sensibilities, creating “lines” of force. He carries his magic paintbrush that is more precise, and can alter light, creating illusions, invisibility, and so on. Whilst aged, and physically weak, he is extremely tough and resilient. Whilst his eyesight is failing, he is able to mentally envisage his surroundings, seeing it as if it is an impressionistic painting. Born from the French Revolution, Rene has a particularly desire for liberty above all else, and has a strong connection with the spirit of Liberty; he is able to summon this force to protect both himself and others around him from any form of imprisonment or mind control. In conflict, Rene will avoid showing his hand, tending to plead impotence, helplessness or incompetence. He might happily surrender in order to be taken prisoner. When in a fight his major limitation is extreme lack of mobility; if in possession of his paintbrush, he will usually try to manipulate his environment first, such as plunging the area in darkness, or distracting flashes of twinkling lights. Complications: Elderly and Infirm: Aside from his rather poor physical abilities, Rene has other various problems of advanced age. For instance, he needs would not be able to run fast or long (or even at all), and medical care might be more complicated. Art! Rene may well use sub-optimal tactics in order to make things more dramatic or artistic. For example, he might have to paint the sky a lovely shade of moonlight rather than make everyone invisible. Blurred Vision: Rene needs his reading glasses. Without them, he can’t read, or even paint (at least anything in detail). Washed out: Rene’s magic ink is both limited in quantity (it may run out) and also will wash out in water. Immersion will remove it completely, and it will last a minute at most in rain. Even fog or mist will slowly erode it. Slave to Liberty: Although Rene can snare people for short periods of time, his is a libertarian and will not abide mental control or imprisonment (aside from humanitarian and legal incarceration). Aside from his own passion, any compromise in this area would stop him from summoning the spirit of liberty. In addition, various spiritual or eldritch considerations might prevent him from using this power (such as draconian planets / dimensions or certain eldritch / divinely charged areas). Unmodern Cons: Whilst Rene has plenty of money (from his art), and has plenty of luxuries (like art, fine wines, and so on), he does without modern cons. He does not own a car or mobile phone, and does not even have a T.V. or computer at home (although he does have a radio). It is not that he cannot use these conveniences (although he might be slightly slow on them), he just does not have them to hand. Abilities: -2 - 2 + 0 + 4 + 34 + 12 = 46 Strength: 8 (-1) Dexterity: 8 (-1) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 44 (+17) Charisma: 22 (+6) Combat: 12 + 12 = 24 Initiative: +3 Attack: +6, +12 With Magic Defense: +6, +3 Flat Footed Grapple: +5 Knockback: -8 Saving Throws: 20 Toughness: +17 (+0, +17 Protection) Fortitude: +17 (+0 Con, +17) Reflex: +2 (-1 Dex, +3) Will: +17 (+17 Wis) Skills: 112R = 28 PP Bluff 8 (+14) Concentration 4 (+21) Craft (Artistic) 16 (+33) [NB: Benefit] +2 With Masterwork tools Diplomacy 8 (+14) Intimidate 4 (+10) Knowledge (Arcane) 16 (+33) [NB: Benefit] Knowledge (Art) 8 (+10) Knowledge (Cosmology) 8 (+10) Knowledge (History) 4 (+6) Knowledge (Theology and Philosophy) 8 (+10) Language 8 (Arabic, English, French (Native), German, Greek, Hebrew, Italian, Latin, Spanish) Notice [See Disability] +9 Perform [Oratory] 4 (+10) Perform [Wind Instruments] 4 (+10) +2 With Masterwork Flute Profession [Cook] 4 (+21) Sense Motive 8 (+25) Feats: 23PP Artificer Beginner’s Luck (Remembering long forgotten skill!) Benefit 2 (Use WIS for arcane knowledge and craft art) Benefit 2 (Wealth) Equipment 3 Improved Initiative 1 Inspire 5 Luck 4 Ritualist Second Chance (Pretend to be a helpless old man)* Second Chance (Toughness save vs Magic Blast) Taunt *Applies to any skill that involves pretending to be helpless. Usually this will be the bluff skill but could potentially be others (e.g. disguise, or perform [act]) Equipment: 3PP = 15 EP Masterwork Art Tools [1 EP] Masterwork Flute [1 EP] Headquarters: House in Freedom City (Toughness +10 [1 EP], Size: Small, Features: Arcane Library, Arcane Laboratory, Arcane Workshop, Art Workshop, Eldritch Cleaning [All contents and furnishings clean and freshen automatically], Library, Living Space, Masterwork Kitchen, Security System 3 [DC 30]) [11 EP] Alternate HQ in Paris (same as above) [1 EP] Powers: 2 + 11 + 31 + 1 + 44 + 17 + 7 = 113 All powers have the Magic descriptor unless otherwise specified Comprehend 2 (Speak to and understand objects, Flaw: Limited to art) [2 PP] Container 1 (5 CP, Sustained Duration, Extras: Affects Others, Area [Burst, 5’ r], Feats: Progression 2 [up to 25’ Radius], Selective, Subtle) [11 PP] “Spirit of Liberty” (Divine, Spirit Descriptor) Immunity 5 (Entrapment) [5 CP] Device 10 (Easy to lose, Feats: Restricted use [Craft [Art] 5 ranks or more) [31 PP] "Magic Paintbrush" Ink Array (45 PP, Feats: Alt power 5) [50 DP] BP: Morph 5 (Any form, Extras: Area [Bust], Attack + Self [reflex save], Duration [Continuous], Range [Perception], Selective Attack) [45/45 PP] “Ink over” AP: Concealment 5 (All Visual Senses, Mental Blindsight, Extras: Area [Burst], Attack + Self [Reflex], Duration [Continuous], Range 2 [Perception], Selective Attack, Feats: Close Range, Selective [Different degrees of concealment/different parts of body]) [42/45 PP] “Invisible Ink” AP: Environmental Control 10 (Bright Light, 5000’ Radius, Extras: Duration [Continuous], Range [Perception], Feats: Precise, Variable Descriptor 2 [Magic]) [43/45 PP] “Bright Ink” AP: Environmental Control 7 (500’ Radius, Distraction DC 15, Extras: Duration [Continuous], Range [Perception], Selective Attack, Feats: Precise, Variable Descriptor 1 [Magic Light]) [44/45 PP] “Twinkling Ink” AP: Illusion 10 (Visual Senses, Extras: Duration 2 [Continuous], Feats: Progression Area 5 [250’ Radius]) “Ink Painting” [45/45 PP] AP: Obscure 10 (Visual Senses, 5000’ Radius, Extras: Duration 2 [Continuous], Range [Perception], Feats: Precise, Variable Descriptor 2 [Magic]) [43/45 PP] “Ink blot” [43/45 PP] Immunity 2 (Aging, Disease Flaws: Limited [Half Effect]) [1 PP] Magic Array (38 PP Array, Feats: Alt power 6) [44 PP] BP: Blast 12 (Feats: Accurate 3, Affects Insubstantial 2, Homing 1, Improved Critical 2, Indirect 3, Precise, Variable Descriptor 2 [Magic]) [38/38 PP] AP: Blast 10 (Extras: Area [Line], Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Magic]) [37/38 PP] AP: Dazzle 12 (Feats: Accurate 3, Homing 1, Improved Critical 2, Indirect 3, Precise, Variable Descriptor 2 [Magic]) [36/38 PP] AP: Dazzle 10 (Extras: Area [Line], Feats: Indirect 3, Variable Descriptor 2 [Magic]) [35/38 PP] AP: Snare 12 (Feats: Accurate 3, Affects Insubstantial 2, Homing 1, Improved Critical 2, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Magic], Drawbacks: Vulnerable to WIS*) [38/38 PP] AP: Snare 10 (Extras: Area [Line], Feats: Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Magic], Drawbacks, Vulnerable to WIS*) [37/38 PP] AP: Teleport 9 (Anywhere on Earth, Extras: Accurate, Portal [Sustained, +3], Flaw: Long Range, Needs sculpture/image of target area, Feats: Progression 1 [10’x10’ Portal], Subtle [portal]) [38/38 PP] Protection 17 [17 PP] Super Senses 7 (Accurate Mental, Acute Mental, Ranged Mental, Mental Blindsight sense, Mental Counters Concealment) [7 PP] Drawbacks: -4 PP Disability: Weak senses (-8 to Notice Rolls) [2 PP] Vulnerability (Minor, +1 DC, Common [Sleep Effects/Descriptor) [2 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness Damage Blast Ranged DC 27 Toughness Damage Blast Ranged, Line Area DC 25 Toughness Damage Dazzle Ranged DC 27 Reflex/Fort Visual Dazzle Dazzle Ranged, Line Area DC 25 Reflex/Fort Visual Dazzle Snare Ranged DC 27 Reflex Snare Snare Ranged DC 25 Reflex Snare Morph Perception DC 15 Reflex Morphed Concealment Perception DC 15 Reflex Invisible Totals: Abilities 46 + Combat 24 + Saving Throws 20 + Skills 28 + Feats 23 + Powers 113 - Drawbacks -4 = 250/250 Power Points
  2. Player Name: Supercape Character Name: Rene de Saens Power Level: 12/15 (250/250PP) [264] Trade-Offs: -4 Defence, +4 Toughness Unspent PP: 0 Progress To Impervium Status: 144/150 (Platinum Status earned with Supercape) In Brief: Mystic painter. Aged French Antiquarian. Alternate Identities: None Identity: Public (but low profile) Birthplace: Paris Occupation: Artist, art dealer. Mage. Affiliations: Parkhurst Hotel, Halbediers of Paris Family: None alive! Age: 246 (DoB: 7th July, 1777) Apparent Age: 70 Gender: Male Ethnicity: French Caucasian Height: 5'7" Weight: 70 Kgs Eyes: Brown Hair: White Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. He looks, and feels pretty old. Power Descriptions: Rene is a powerful magician, who weaves his magic as if painting directly onto reality. This looks like brushstrokes that appear from nowhere. Common examples he uses are beams of light to dazzle, blasts of electricity, or webs of spidersilk. He can create nearly any effect although such physical distortions of reality are often transient. Whilst he is normally rather immobile, if he has a picture of an area he can use this to open up a mystic portal to that area and travel through it. Effectively, people (including himself) can “walk into†the picture, with all the space and volume bending that creates. Rene is extremely wise and insightful, and has committed much of his arcane strength into dreaming, to the extent that he can physically travel into the dream dimension. Having much of his psyche in this dimension, he is practically immune to mind control and mental influence. He is able to call about the dreamworld to induce sleep, influence dreams, and even bring creatures from that plane into this. Of particular note is Henri Zenon, also known as deadbeat, a man Rene helped rescue from infernal realms many years ago, and who took residence as guardian of the Dreamworld. When Rene summons the Dreamworld into the waking one, he becomes mentally vulnerable as his entire psyche (or at least most of it) is in the waking world. Alongside his great wisdom, Rene has been known, at times, to paint accurate representations of the past and the future, which is not something he is consciously able to do. He can mentally see his surroundings as if they were an impressionists painting, an ability that requires neither his eyes nor light to do so. Rene uses three magical items to help him. Firstly, he has a heavy ring of iron on his finger, that protects him from harm, making him highly resistant to injury. Secondly, his spectacles have magic lenses, allowing him to see magical effects and read any script. Lastly, he uses a magical paintbrush and ink to paint more detailed magical effects, such as light shades, illusions, or invisibility (all based around light and visual effects, understandably). History: As a young man, Rene fought in the French revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man. Through the ages he has had frequent contact and conflict with Gallia, the spirit of Aristocratic France. He has also been a member of the Halbediers of France, an organisation devoted to protecting France from magical threats. In the early 20th Century, Henri Zenon, a talented musician who was tricked into an infernal contract, managed to escape through Rene’s dreams. He blocked this event out for decades, losing it to the Dreamworld. However, with time, he has come to reconnect with the part of his psyche lost in the dreamworld, and became stronger through it. Rene has an art shop, and flat, in Freedom City. He is known to be a magician of sorts, but he seriously downplays his power, pretending to be nothing more than a wise old dabbler, when in fact he is of considerably greater power. His public persona is more of rumour than fact, and he keeps it this way. Personality & Motivation: Rene is an irritable classic "artiste". He can be grumpy at times, but this is part of his act to downplay his power and importance. In fact, whilst he is something of a snub to uncultured folk, he is loyal and passionate about liberty and freedom, and will fight hard for those principles. In addition, having been taught be Broken Crow and having a considerable amount of experience with Earth’s Master Mages, he is sworn to defend Earth from magical threats. Powers & Tactics: Rene's magical power revolves around art and dreams. As such, he tends to make his powers "poetic" or "artistic", which can often mean using sub optimal tactics to suit his sensibility. His main magical strength is the ability to "paint" onto reality, as if brush strokes slide across the scenery. He can summon up lines of fire, ice, electricity, blinding light, cobwebs or anything he chooses to think of. The lines are either precise and thin, coiling through the air and homing in on their target, or broad and vigorous, catching more targets at the expense of concentrated strength. Rene is able to take any picture or painting, and jump into it, instantly moving to the location shown. He is otherwise somewhat limited and slow in moving, which is a distinct vulnerability. Rene is a guardian of the gateway between Dreams and Reality. He can use this ability to draw things out of the dreamworld. He can create objects from people’s dreams (either others or his own). His psychic connection to this means he can both “sense†through the object, and will suffer psychically if the object is damaged. Henri Zenon, or Deadbeat, is a guardian of dream dimensions and Rene's friend (see below), Rene can use his psychic dream power to pull Deadbeat into this world, a valuable ally in any conflict. In a similar vein he can pull other dream creatures through, but this is more of a random effect. Rene can "see" the surroundings with his "Artist's eye". The world will appear to him like a dream, or impressionistic painting. This effect does not require his eyes or light. It may miss some detail, it may augment other's. Given time and inclination, Rene can sometimes paint scenes from the past or future. They are of course somewhat vague but may offer insight (these powers have the uncontrolled flaw). Rene uses a variety of devices he has made over the years. The most vital is probably a wrought iron ring, heavy, thick, simple but beautiful. The ring provides the wearer with incredible resilience. The most visible and fancy is his paintbrush and magic ink, which allows him to create more elaborate and long lasting visual effects. Finally, he wears a delicate pair of spectacles that (apart from correcting his vision) allow him to see any magical effects and read any text. Note: The Dream Dimension This is detailed on p105 of Freedom City Source Book. Rene has Dimensional Travel 2, which means he can travel to any dream dimension. Essentially this is to cover all bases. As he needs to sleep to enter these dimensions, the power has a limitation - he cannot use such dimensional travel to escape, and it takes some time to travel. Rene has constructed a part of the dream dimension as his own (taking a leaf out of the Lovecraft mythos). A French seaside village with his own cottage and vineyard. This area of the dream dimension has no HQ like qualities, it is merely an area he has shaped for himself. As the Dream Dimensions are somewhat fuzzy both in experience and mechanics, they are more for plot and story purposes, or possibly for inspiration or complications (and the flow of HP accordingly). Complications: Artists' Eye The rather dreamy and ephemeral nature of Rene's mental supersense could be used as a plot device, a source of the inspiration use of hero points, or a complication, missing some details or picking up on others as may help the narrative. Anything for Art Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic". Cracked Lens: Rene’s spectacles, whilst technically a device, are very fragile and will break/crack/smash with any force applied to them. Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth. Heavy Sleeper As a result of age and his powers, if Rene is asleep, it takes an almighty effort to wake him up. He will not notice regular activity, and it is no effort to sneak up on him. The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible. It comes out in the wash Whilst Rene’s ink has a continuous effect, it will come off with water or solvents. It is therefore virtually useless underwater, and will not last long in rain. (NB: This is not to applied for the Color Control, Morph and Concealment Attacks, i.e. on unwilling opponents, as continuous power attacks have an inherent way of being countered. It may apply in these situations if used underwater, as the power will probably not work at all) Beware the Id Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something. Perchance to Dream Renes dream powers do require a certain sleepiness. If is he highly stimulated (from pain or drugs, including caffeine) he will be unable to connect the dream world to the real one. Abilities: -2 + -4 + 0 + 2 + 30 + 6 = 32pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 40 (+15) Cha 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4 (+12 Magic Array) Grapple: +3 Defense: +8/+4 (+4 Base, +4 Shield from Ring), +2 Flat-Footed Knockback: -8 (0 without ring) Saving Throws: 10 + 6 + 1 = 17PP Toughness +16 / 0 (+16 Protection from Ring) Fortitude +10 (0 Con, +10) Reflex +4 (-2 Dex, +6) Will +16 (+15 Wis, +1) Skills: 92r = 23pp Bluff 8 (+11) Concentration 6 (+21) Craft (Artistic) 17 (+32) Diplomacy 8 (+11) Intimidate 6 (+9) Knowledge (Arcane Lore) 17 (+18) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Portuguese, Russian, Spanish) Sense Motive 6 (+21) Feats: 21PP Artificer Assessment Beginners Luck (Remembering long forgotten skill) Benefit 1 (Replace WIS for INT for Craft [Art]) Benefit 2 (Wealth 2 [Rich]) Environmental Adaptation (Dream Dimensions) Equipment 3 Favoured Environment (Dream dimensions) Favoured Opponent (Dream creatures) Inspire 5 Improved Initiative Ritualist Second Chance (Art) Trance Equipment 3PP = 15EP Headquarters "Rene's House" [9EP]Size: Medium (Large House, Basement), Toughness: +10, Features: Laboratory (Arcane), Library, Living Space, Security System (DC 30), Workshop (Art), Workshop (Arcane). 5EP contributed to Parkhurst Hotel Masterwork Art Tools [1EP] Powers: 2 + 16 + 3 + 24 + 40 + 6 + 1 + 45 + 2 + 5 + 2 = 146 Comprehend 2 (Speak to, Understand Objects Flaws: Limited to Art) [2PP] Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Iron Ring, Mystic) Protection 16 [16PP] Shield 4 [4PP] Device 1 (5 PP Container, Flaws: Easy-to-lose) [3 PP] (Spectacles, Mystic) Comprehend 1 (Read any language) [2PP] Supersenses 3 (Detect magic, visual) [3PP] Device 8 (40PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher needed]Drawbacks: Power loss -1, needs to gesture as if painting) [24PP] (Mystic Paintbrush) Mystic Ink Array 16.5 (33PP Array; Feats: Alternate Power 6) [39PP] Base Power: Obscure 10 (Visual Senses, 5000ft radius; Extras: Duration [Continuous], Range [Perception];Flaws: Action [Full]; Feats:Precise, Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Animate Object 6 (90PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [33PP] Alternate Power: Color Control 11 ( 11 x 5' cubes; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]) [33PP] Alternate Power: Concealment 2 (Normal Vision, Extras:Attack +self (Reflex), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective Attack; Feats: Close Range, Progression [Area] 8 [10-5000ft radius], Progression [DC +2 =14] 2, Selective; Drawbacks: Action 3 Full round to activate) [24PP] (Invisible Ink) Alternate Power Illusion 8 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats:Progression [Area] 9 [5000ft radius]) [33PP] Alternate Power: Light Control 10 (5000ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Area (Burst, 20 ft radius), Attack + Self (Reflex DC 14), Duration [Continuous], Range 2 (Perception), Selective Attack; Drawbacks: Action 3 [Full Round]) [33PP] (Mystic Make-up) Quickness 3 (x10 speed; Flaws:Limited to painting only [-2]) [1PP] Dream Array (37 PP Array; Feats :Alternate Power 3) [40 PP] (Mystic, Dreams) Base Power: Summon 12 (180PP, Henri Zenon/Deadbeat; Extras: Fanatical, Heroic Feats: Mental Link Flaws: Feedback) [37/37 PP] Alternate Power: Create Object 10 (Extras: Movable, Range [Perception], Feats: Precise, Stationary, Subtle 2, Variable Descriptor 2 [Dreams], Flaws: Feedback, Limited [Requires Dream]*) [36/37PP] Alternate Power: Environmental Control 8 (Distraction [DC 10], Hamper Move [50%], 1000’ Radius, Feats: Variable Descriptor 2 [Dreams], Extras: Range [Perception], Selective, Flaws: Limited [Requires Dream]*) [34/37 PP] Alternate Power: Dream Control 12 (Feats: Triggered 1 [Falling Asleep]) [37/37PP] *NB "Requires Dream" means that Rene must be able to perceive a dream (normally either by dreaming himself, or by using Dream Travel to view another persons dream) Dream Travel 10 (Feats: Sedation, Flaws: Action [standard]) [6PP] Immunity 2 (Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic) Magic Array 19 (38PP Array, Feats: Alternate Power 7) [45PP] Base Power: Astral Form 8 (2000 miles; Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback) [38/38] Alternate Power: Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic]) [37PP] Alternate Power: Blast 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Any Magic]) [37 PP] Alternate Power: Dazzle 12 (Feats: Accurate 4, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic])[35PP] Alternate Power: Dazzle 10 (Extras: Area [line]; Feats: Indirect 3, Variable Descriptor 2 [Any Magic]) [35 PP] Alternate Power: Snare 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Any Magic]) [38PP] Alternate Power: Snare 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [38 PP] Alternate Power: Teleport 10 (200,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Portal, Flaws:Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Portal Size 10’ x10’] 1, Progression [Cargo] 2 [500 lbss], Selective, Subtle 2) [38PP] Super Movement 2 (Dream Dimensions; Flaws: Limited 1 Needs to fall asleep to travel) [2 PP] Super-Senses 5 ( Artists Eye [Mental Sense], Extras: Accurate, Acute, Ranged]) [5PP] (Magic, Views surroundings as if they were an impressionist painting) Super-Senses 8 (Postcognition, Precognition Flaws: Uncontrolled [GM] Drawbacks: Limited 1 only visual sense, Power loss 1 cannot use if unable to paint) [2 PP] (Paint the future) Drawbacks: Vulnerability (Sleep Effects [common], +50% to DC) [-3PP] Vulnerability (Emotion Effects [common], +1 DC) [-2 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Damage (Physical) Magic Blast Ranged DC27 Toughness Damage (Varies) Magic Blast Line Ranged/Area DC25 Toughness Damage (Varies) Magic Dazzle Ranged DC22 Reflex Dazzled (Visual) Magic Dazzle Line Ranged/Area DC20 Reflex Dazzled (Visual) Magic Snare Ranged DC22 Reflex Entangled/Snared Magic Snare Line Ranged/Area DC20 Reflex Entangled/Snared Color Control Perception DC21 Reflex Transformed (Color) Concealment Perception DC14 Reflex Invisible (Normal Visual) Morph Perception DC14 Reflex Morphed (+20 Disguise) Totals: Abilities (32) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (21) + Powers (146) - Drawbacks (-5) = 250/250 Power Points
  3. Calais, France Thursday, 24th April 2013 00:00 It was far too late and she should have been back in the hotel, but she was excited about travelling tomorrow. She had a couple of drinks and was in a good mood; no one had bothered her about her strange clothes and had allowed her to drink in peace. Out of the corner of her eye she saw a flash of light and turning towards it she saw two women fighting in a alley both surrounded by glowing aura of light. Super here in Calais of all places! Against her better judgment she made her way over to see if she could in some way help. The younger of the two, a Moroccan girl barely out of her 20’s, had been knocked down to her knees as the other floated above her gloating. As she watched the young Moroccan girl looked up and she caught her eye. And she knew that the woman was Marianne, and least the part she was communicating with, and she was being attacked by someone called Gallia. And that this Marianne was in trouble and need somewhere to hide, not the woman she would be fine but the spirit. It didn’t take her a second for her decide and she agreed with a nod. And like that Marianne was inside her, and somehow she just knew things, but the one thing she knew she had to do was run. As she fled she had enough time to send a message of help, Marianne had sensed a familiar presence of an old friend, an impression of what just happened and one word of where they would be going...
  4. OOC for Rene and KIng of Suit goes to the alien of places... I'm assuming that on and off Rene has searching for Gallia. He was searching at tthe same time as the attack and got Marianne message including where she's going... Whitby. Off cause you're welcome to do the whole waking up and saying the word thing... KoS get's a CCTV of the attack from his friend's in Paris. You can't make out all of it, there's a lot of Lense Flare, but he can make out Gallia's features. He's also got footage following the woman, though none of them catch her face, until she board's for Chunnel train for England. So to summarize KoS know's she's going to England and Rene know's where in England she's going. I'm easy to how you get there, feel free to be creative.
  5. Parkhurst October 30th 11:00 PM Rene DeSaens opened his eyes. He stood inside his room in Parkhurst, even though he'd laid down to sleep in his own bed at home. he did not remember how he'd arrived. He was standing in front of a canvas. He heard the gentle rapping of a cold, autumn rain on the windows. Whatever he had painted, he did so in darkness. Apparently the trance that had overtaken him had left him able to paint even in darkness. He could not see in perfect darkness, and so turned on the light. His eyes went wide at what he saw on the canvas. Lurid, bright colors slashed this way and that. Green, yellow, white, blue, red. Lots of red. What should have been cheerful, bright colors were made painful to the eyes, and the figure that dominated the painting was horrifying to look at. It was a clown; a hideous, malformed monster with razor teeth and a cruel, mocking grin. There were bodies, bleeding on the ground beneath him and in one hand he held a cruel, jagged knife. Everything came on him suddenly as he remembered what the painting was showing him. A clown in bright colors, face twisted into a monstrous visage. He stood over bodies piled upon the floor. Bells on his clothing that did not ring like bells ought, but rather clanked like old, rusted chains. Jingles. The name came to him suddenly. Who was this Jingles? Was this a painting of the past? Had this thing happened? Was he supposed to stop it from happening, or stop another like it?
  6. September 24, 2011 11:15 PM Nick Cimitiere tended to the main hall of the Parkhurst. He knew full well the ghosts would've been happy to help, but he'd decided to give them the night off. They were back in their quarters, passing the time, while he waited for some sort of miracle. He took a look over the Parkhurst - it was still hard to believe that, six months ago, it was effectively abandoned. The ghosts had kept it in order, but it was still a husk, soaked through with the essence of tragedy. Now it had become a formidable center for magical thought. The workshops were fully functional, the dimensional portal hadn't yielded up anything hideous yet, and the scrying crystals mostly stayed on target. It was a tribute to what could happen if a bunch of like-minded mystics put their mind to something. He hoped tonight would have similar results. It had been four days since the Gorgon had appeared in the skies above Freedom, issuing its dread ultimatum. In the time since then, Freedom City had fallen into panic, and it had taken most of his strength for Nick not to follow with them. In his line of work, he was familiar with multiple apocalypse scenarios - molten steel drowning the earth to burn the wicked, giant wolves eating the sun, and other such cheery scenarios. For all of them, though, he'd never heard of the possibility of the earth ending in stone. Bet Frost is kicking himself for not thinking of that one, he thought to himself as he finished up preparations in the main hall. He'd borrowed a few pastries from the Black Petal's freezer; the rioting hadn't spread to Riverside yet, and the store had stayed open, wanting to remain loyal to its customers during the "brief emergency." That was the Freedom City way - stand defiant in the face of angry gods. It had worked against Omega, against the Grue, against Hades... He just had to hope it would work this time. He took his seat, and waited for the others to arrive.
  7. September 24, 2011 Rene, Nick Cimeterie, Kid Cthulu, Equinox, Dead Head, and Phantom deal with an invasion by magical creatures and their goons. Trollthumper be runnin' this.
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