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  2. Star Child Power Level: 10/12 (180/180 PP) Unspent Power Points: 0 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: Celestial Creature come to Earth Catchphrase: "Oh, wow!" Theme: Part of Your World Alternate Identity: Andromeda (Public) (Stellar Designation: R Andromedae - a Mira type variable star lying about four degrees southwest of the Andromeda Galaxy.) Birthplace: Spaaaaace Residence: Earth, Currently Freedom City Base of Operations: Occupation: Unemployed Affiliations: None Family: None Description: Age: Technically Ancient but very new to human life! Apparent Age: Mid twenties Gender: Usually female Ethnicity: Vaguely Elfin in appearance in her preferred form. Height: 5' 4" Weight: 146 lbs Eyes: Red Hair: White Andromeda is obviously not human although she doesn't look much like any particular race. She has some characteristics in common with the guardians that the Preserver engineered but that has more to do with her difficulty telling humanoid forms apart, rather than any actual relation. Andromeda has been watching earth for a looooong time. In her chosen form, she has delicate features and finely pointed ears. She, well, shines for lack of a better term so unless she's deliberately hiding her nature in another form, she's distinctly not human. Her curly hair tends to float around her head as if it were constantly in zero-g, regardless of the ambient wind or lack there-of. Her eyes glow a bright red, pulsing like the starlight that she used to emit. History: Andromeda has watched for ages and ages. Her solar system was devoid of any life. The planets that circled her were life less. Though she thinks of them fondly and feels a certain connection, when life began to sprout up around in other systems, she watched with rapt fascination as they crawled and then eventually took to the stars. Life moves ever so much faster than celestial bodies. It felt like they went from caves and ponds to dashing about the cosmos in their ships. As her starlight began to fade, beginning the slow death of a sun, Andromeda wrapped herself in flesh and bone and sent her newly made body to the planet that she loved to watch most: Earth. Personality & Motivation: Andromeda is a genuinely good being. She is fascinated by life in all of its many shapes and forms. She is filled with childlike wonder much of the time but with an ancient creature's full capacity to understand and extrapolate. Her primary motivation is to understand and enjoy a facsimile of 'mortal' life and, in general, wants to help those she encounters. She believes mortals are inherently good, although she understands not everyone actually acts benevolently. She doesn't always understand why that's the case. Andromeda is almost impossible to really anger; it's a rarity, certainly. Confusion or disappointment are far more common emotional reactions to negative outcomes. Andromeda doesn't really see herself AS human, although she'd dearly like to, on some level. Powers & Tactics: Despite the initial concerns of those around her, Andromeda is in full control of the abilities of this body. Her scale is so much smaller than what she's used to. Generally, Andromeda would rather talk someone out of doing Bad Things, like robbing a bank or other poor life choices. In an emergency, she'll go to her gravitational control to negate the dangerous situation as quickly as possible. Only when conflict is truly unavoidable does she resort to star bolts and then only to subdue. There is no situation that Andromeda would use lethal force on a living creature, or for that matter, anything with discernible sentience. Power Descriptions: Andromeda is (although she would take offense to the phrase 'fragment'), a fragment of a star and contains a powder keg of cosmic power. She is able to reshape reality around her with a touch of the forces of creation itself. Her power manifests with brilliant light although the color spectrum fluctuates. Her range, however, is limited. Re-shaping the world around her requires physical contact and she's starting to find some joy in shaping things for purely artistic joy although she's only JUST starting to grasp what art is so while one sculpture of stone might take the shape of something lovely, it is entirely possible that the next will be a sculpture of a billboard that captured her attention. Complications: Easily Distracted: There is so much life happening all the time, everywhere she looks. It can be hard to get her to focus on the task at hand especially without a pressing emergency. Left Her Post: When stars go missing in the night sky, it's not going to go unnoticed. Sometimes it might be a cult worshiping that pulsing red star, othertimes it might be a space faring race looking for their fallen god. It doesn't come up often but when it does, it can cause Andromeda no end of trouble. Newly Human: Stranger in a strange land. There are any number of human conventions that Andromeda Doesn't Get, from the innocuous to the truly problematic. Abilities: 0 + 0 + 4 + 4 + 8 + 6 = 22 PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 3 (6 PP) + 8 (16 PP) = 22 PP Initiative: +0 Attack: +3 Melee, +4 Ranged, +8 Star bolt Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +3 / +24 (Gravitational Control) Knockback: -6 Saving Throws: 8 (1PP / Fortitude) + 8 (1PP / Reflex) + 4 (1PP / Will) = 20 PP Toughness: +12 (+2 Con, +10 [Protection]) Fortitude: +10 (+2 Con, +8) Reflex: +8 (+0 Dex, +8) Will: +8 (+4 Wis, +4) Skills: 24R = 6PP Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Physical Sciences] (+10) Feats: 1PP Attack Focus: Ranged Powers: 55 + 54 = 109 PP Container (Cosmic Creature) [55 PP] (cosmic) Comprehend 3 (Languages (Speak, Understand, Read)) {6} Environment Control 1 (light) (Flaw: Range: Touch) {1} Environment Control 3 (gravity: low; Flaw: Range: Touch, Feats: Alternate Power) {4} Alternate Power: Environmental Control 3 (gravity: high; Flaw: Range, Touch) Feature (Special Effect: Sparkle) {1} Flight 4 (Feats: Subtle) {9} Morph 1 (Any creature) {3} Immunity 11 (life support, aging, eating) {11} Protection 10 {10} Super Senses 5 (Star Sight; Radio Base Sense(1), Visual: Cosmic Awareness(1), Analytical(all)(2), Microscopic vision[dust size](1)) {5} Super Senses 10 (Spectrum Vision; Visual:Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Detect Hidden(1); Flaws: Limited(physical only)) {5} Power Cosmic 25 (2*Rank PP Array; Feats: Alternate Power x 4) [53 PP] (Cosmic) Base Power: Move Object 12 (Gravitational Control; Extras: Damaging (for 10 ranks), Range: Perception; Feats: Subtle, Precise) {48/50} (cosmic) Alternate Power: Create Object 23 (Creation; Extras: Duration: Continuous; Flaws: Permanent; Feats: Innate, Precise, Subtle) {49/50} (cosmic) Alternate Power: Damage 12 (Star Bolt; Extras: Range, Autofire x 10; Feats: Precise, Affects Insubstantial, Accurate x 2) {38/50} (cosmic) Alternate Power: Transform 10 (Cosmic Manipulation; (5 PP/Rank {inanimate to inanimate}; Extras: Continuous; Flaws; Range:Touch) {50/50} (cosmic) Alternate Power: Dazzle 10 (Solar Flare; (Sense Types: Visual,Radio); Extras: Area (Type: General, Shape: Burst); Flaws; Range: Touch; Feats: Progression [Area Size] 10 [10,000ft / 2 miles per rank = 20-mile radius], Progression [Reverse Area] 9 [Effective rank 1 = 5ft radius], Reversible) {50/50} (cosmic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Star Bolt Ranged DC 27 Toughness (Autofire) Damage Gravitational Control Perception DC 25 Toughness Damage Dazzle Touch (PBAOE) DC 20 Reflex Totals: Abilities (22) + Combat (22) + Saving Throws (20) + Skills (6) + Feats (1) + Powers (109) - Drawbacks (0) = 180/180 Power Points Record actions Edit Report Record Revisions
  3. Arcana nodded a greeting to Dead Head, her face concealed behind the magic of her regalia, and turned to give Phantom a respectful half-bow. "Introductions," she said, and then gestured first at Masque and then Veronica. "These are my friends, Masque and ... well I see you already know Miss Danger." It couldn't be seen behind the illusion concealing her face, but the young sorceress' tone implied a wry grin. She indicated Phantom with a flourish, "And this is Phantom, the current Master Mage of Earth Prime." She spied Aquaria out of the corner of her eye and Doctor Thorne lurking among the tables and made a small inviting gesture in their direction.
  4. Star Child Power Level: 10/12 (180/180 PP) Unspent Power Points: 0 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: Celestial Creature come to Earth Catchphrase: "Oh, wow!" Theme: Part of Your World Alternate Identity: Andromeda (Public) (Stellar Designation: R Andromedae - a Mira type variable star lying about four degrees southwest of the Andromeda Galaxy.) Birthplace: Spaaaaace Residence: Earth, Currently Freedom City Base of Operations: Occupation: Unemployed Affiliations: None Family: None Description: Age: Technically Ancient but very new to human life! Apparent Age: Mid twenties Gender: Usually female Ethnicity: Vaguely Elfin in appearance in her preferred form. Height: 5' 4" Weight: 146 lbs Eyes: Red Hair: White Andromeda is obviously not human although she doesn't look much like any particular race. She has some characteristics in common with the guardians that the Preserver engineered but that has more to do with her difficulty telling humanoid forms apart, rather than any actual relation. Andromeda has been watching earth for a looooong time. In her chosen form, she has delicate features and finely pointed ears. She, well, shines for lack of a better term so unless she's deliberately hiding her nature in another form, she's distinctly not human. Her curly hair tends to float around her head as if it were constantly in zero-g, regardless of the ambient wind or lack there-of. Her eyes glow a bright red, pulsing like the starlight that she used to emit. History: Andromeda has watched for ages and ages. Her solar system was devoid of any life. The planets that circled her were life less. Though she thinks of them fondly and feels a certain connection, when life began to sprout up around in other systems, she watched with rapt fascination as they crawled and then eventually took to the stars. Life moves ever so much faster than celestial bodies. It felt like they went from caves and ponds to dashing about the cosmos in their ships. As her starlight began to fade, beginning the slow death of a sun, Andromeda wrapped herself in flesh and bone and sent her newly made body to the planet that she loved to watch most: Earth. Personality & Motivation: Andromeda is a genuinely good being. She is fascinated by life in all of its many shapes and forms. She is filled with childlike wonder much of the time but with an ancient creature's full capacity to understand and extrapolate. Her primary motivation is to understand and enjoy a facsimile of 'mortal' life and, in general, wants to help those she encounters. She believes mortals are inherently good, although she understands not everyone actually acts benevolently. She doesn't always understand why that's the case. Andromeda is almost impossible to really anger; it's a rarity, certainly. Confusion or disappointment are far more common emotional reactions to negative outcomes. Andromeda doesn't really see herself AS human, although she'd dearly like to, on some level. Powers & Tactics: Despite the initial concerns of those around her, Andromeda is in full control of the abilities of this body. Her scale is so much smaller than what she's used to. Generally, Andromeda would rather talk someone out of doing Bad Things, like robbing a bank or other poor life choices. In an emergency, she'll go to her gravitational control to negate the dangerous situation as quickly as possible. Only when conflict is truly unavoidable does she resort to star bolts and then only to subdue. There is no situation that Andromeda would use lethal force on a living creature, or for that matter, anything with discernible sentience. Power Descriptions: Andromeda is (although she would take offense to the phrase 'fragment'), a fragment of a star and contains a powder keg of cosmic power. She is able to reshape reality around her with a touch of the forces of creation itself. Her power manifests with brilliant light although the color spectrum fluctuates. Her range, however, is limited. Re-shaping the world around her requires physical contact and she's starting to find some joy in shaping things for purely artistic joy although she's only JUST starting to grasp what art is so while one sculpture of stone might take the shape of something lovely, it is entirely possible that the next will be a sculpture of a billboard that captured her attention. Complications: Easily Distracted: There is so much life happening all the time, everywhere she looks. It can be hard to get her to focus on the task at hand especially without a pressing emergency. Left Her Post: When stars go missing in the night sky, it's not going to go unnoticed. Sometimes it might be a cult worshiping that pulsing red star, othertimes it might be a space faring race looking for their fallen god. It doesn't come up often but when it does, it can cause Andromeda no end of trouble. Newly Human: Stranger in a strange land. There are any number of human conventions that Andromeda Doesn't Get, from the innocuous to the truly problematic. Abilities: 0 + 0 + 4 + 4 + 8 + 8 = 24 PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 2 (4 PP) + 8 (16 PP) = 20 PP Initiative: +2 Attack: +2 Melee, +2 Ranged, +8 Star bolt Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +2 / +24 (Gravitational Control) Knockback: -6 Saving Throws: 8 (1PP / Fortitude) + 8 (1PP / Reflex) + 4 (1PP / Will) = 20 PP Toughness: +12 (+2 Con, +10 [Protection]) Fortitude: +10 (+2 Con, +8) Reflex: +8 (+0 Dex, +8) Will: +8 (+4 Wis, +4) Skills: 24R = 6PP Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Physical Sciences] (+10) Feats: 1PP Luck Powers: 55 + 54 = 109 PP Container (Cosmic Creature) [55 PP] (cosmic) Comprehend 3 (Languages (Speak, Understand, Read)) {6} Environment Control 1 (light) (Flaw: Range: Touch) {1} Environment Control 3 (gravity: low; Flaw: Range: Touch, Feats: Alternate Power) {4} Alternate Power: Environmental Control 3 (gravity: high; Flaw: Range, Touch) Feature (Special Effect: Sparkle) {1} Flight 4 (Feats: Subtle) {9} Morph 1 (Any creature) {3} Immunity 11 (life support, aging, eating) {11} Protection 10 {10} Super Senses 5 (Star Sight; Radio Base Sense(1), Visual: Cosmic Awareness(1), Analytical(all)(2), Microscopic vision[dust size](1)) {5} Super Senses 10 (Spectrum Vision; Visual:Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Detect Hidden(1); Flaws: Limited(physical only)) {5} Power Cosmic 25 (2*Rank PP Array; Feats: Alternate Power x 4) [53 PP] (Cosmic) Base Power: Move Object 12 (Gravitational Control; Extras: Damaging (for 10 ranks), Range: Perception; Feats: Subtle, Precise) {48/50} (cosmic) Alternate Power: Create Object 24 (Creation; Extras: Duration: Continuous; Flaws: Permanent; Feats: Innate, Precise) {50/50} (cosmic) Alternate Power: Damage 12 (Star Bolt; Extras: Range, Autofire x 10; Feats: Precise, Affects Insubstantial, Accurate x 3) {39/50} (cosmic) Alternate Power: Transform 10 (Cosmic Manipulation; (5 PP/Rank {inanimate to inanimate}; Extras: Continuous; Flaws; Range:Touch) {50/50} (cosmic) Alternate Power: Dazzle 10 (Solar Flare; (Sense Types: Visual,Radio); Extras: Area (Type: General, Shape: Burst); Flaws; Range: Touch; Feats: Progression [Area Size] 10 [10,000ft / 2 miles per rank = 20-mile radius], Progression [Reverse Area] 9 [Effective rank 1 = 5ft radius], Reversible) {50/50} (cosmic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Star Bolt Ranged DC 27 Toughness (Autofire) Damage Gravitational Control Perception DC 25 Toughness Damage Dazzle Touch (PBAOE) DC 20 Reflex Totals: Abilities (24) + Combat (20) + Saving Throws (20) + Skills (6) + Feats (1) + Powers (109) - Drawbacks (0) = 180/180 Power Points Record actions Edit Report Record Revisions
  5. Right let's start with Mister Strix and Dead Head getting to close to the fire in Bedlam Burning: Beauty and the Beasts. I'm going to retool things to be a little closer to street level for Wadjet and Judex,\will take me a day or so but we'll get there I promise.
  6. OoC for the IC here. No rolls needed for now just a chance for the three to meet up.
  7. Merge Trois The last site was still smoldering after burning for a couple of days, the Fire Department had made a token effort before leaving the place to it’s fate. Across the street Merge was watching the building getting ready to go investigate the scheme. She’d was not exactly looking to blend in, dressed in a large puffy jacket over a rather short dress with a pair of platform boots, totally unsuitable for searching a burning wreck. Her hair was tied up into pigtails the tips dyed red with a band of yellow around it. She made one more look around before crossing the street, though she wasn’t worried it wasn’t like anyone else was going to show up tonight...
  8. Gilbert Ave, Hardwick Park 21:00 22nd July 2019 For the last few weeks Hardwick had been burning, and arsonist setting abandoned building of the area alight. Luck rather than skill had mean than no one's homes had been threatened. But as the weeks had gone by, and Bedlam police showed little interest in investigating, the person(s) involved had become bolder. Even the local gangs seemed to be unable to halt them. Apart from the locals no one seemed to be interested in investigating the fires, though perceptions can be deceiving. Bedlam might not have many heroes, but there were a few around and they tried their best to do there part.
  9. Daystar Jaycee Cahill was born in 2002 in Guymon, Oklahoma. She's the middle of three girls, all of them named after their father J.T. (who she still calls 'Daddy', especially when she wants something from him). Her family has deep roots in rural Texas County; her late grandfather's savvy business sense made him a millionaire (and the richest man in Texas County, at least for a while) when he sold his failing cattle lands to invest in the natural gas boom of the 1930s. Her daddy met her momma Rachel twenty years ago, when he was fresh out of Harvard and a graduate student at the University of Oklahoma and she was just finishing up her BA in nursing. Rachel left her family in Muskogee behind to settle in her husband's hometown and work as a school nurse; Jaycee looks a lot like her mom, with her mother's skin tone, petite build and dark hair. Jaycee knows there was a time when her daddy wasn't a politician, but she can't really remember it. She wasn't yet in elementary school when her daddy ran for the Oklahoma State Legislature, a position he held for only a few years before deciding legislative service wasn't for him. The former political science professor at OPSU wasn't a man for legislative negotiations and dickering - he wanted to be the man in charge. Friendly to the oil industry, married to a Comanche woman, projecting a folksy-but-informed manner that let him speak cordially to both Tulsa suburbanites and farmers in the Panhandle, JT Cahill ran first as an outsider in the Republican primary, then was elected Governor of Oklahoma in 2010. Jaycee found that she liked being a governor's daughter. She was one of the most popular kids in her tony private schools in Oklahoma City, getting her attention she'd hardly ever won as a middle child back home, and living in Oklahoma City was a lot better than living in Guymon. It meant changes at home - she saw a lot less of her daddy and her momma, but she was reaching an age where that wasn't so bad. She got to travel too; out to DC and down to Austin, getting to know the children of other politicians and rich friends of her daddy's, and even got to visit. She wasn't old enough to be interested in boys the way her older sister Jaybee was, but she was sure that when she did, she'd have her pick of the best ones. She had a lot of plans. Jaycee was old enough to have some idea of what they were getting into when her daddy and momma sat her and her two sisters down in December of 2014 to tell them something very serious. Her daddy had thought hard, he'd prayed hard, and he'd talked to their mom and his friends - and Governor Cahill was going to run for President in the next election. Freshly 13, Jaycee rolled her eyes but didn't actually backsass her daddy - her daddy had just been re-elected Governor earlier that year and she figured the campaign for President couldn't be _that_ different from the campaign for Governor. And besides, it probably wasn't going to amount to anything. She had to admit she loved her dad (privately, anyway), but the country wasn't going to elect her dad, with his corny jokes and his Sooner ties and cheerful belly, President, right? The headaches started around the time of Jaycee's fourteenth birthday, just a short time after her father had been elected President of the United States. They were small at first and she got aspirin for them, then stronger stuff - stuff the White House doctors had to prescribe, then hospital visits to get her on a new type of painkillers. Her daddy's people kept it out of the media, which made her feel a little better - running for President was _not_ like running for Governor at all, and the campaign had turned her life completely upside-down. She knew how important this job was to her family, to her sisters, to America; she decided not to tell anyone when the headaches came back after a few months of treatment - or when she started hearing whispers in empty rooms in the White House, and then seeing things she knew weren't there - strange colors and patterns that she blocked out by sheer force of will. She wasn't going to ruin everything for her family by being a freak! And then came D-Day. A year later, Claremont has taught her things about the world. The worldly things she grew up fearing aren't so threatening, but there are demons in the world - monsters who would drag everything down into darkness, and righteous heroes determined to fight them. She's transforming, turning into something other than human - but as horrifying as that is, maybe she can use what's happened to her to make things better for other people. And even if life means she has to lie about who she is and what she is, if she has to keep being Judy Smith the Grue refugee to protect her family name - that just means she has to shine her light all the brighter. At least she has a sister to stand by her side. When not empowered, she wears modest A-line dresses and occasionally jeans - when empowered, she glows with a bright inner light that obscures her facial features. Judith 13:20 "May God make this redound to your everlasting honor, rewarding you with blessings, because you risked your life when our people were being oppressed, and you averted our disaster, walking in the straight path before our God.” And all the people answered, “Amen! Amen!”" Abilities: 0 + 0 + 12 + 0 + 4 + 8 = 24PP STR 10 (+0) DEX 10 (+0) CON 22 (+6) INT 10 (+0) WIS 14 (+2) CHA 18 (+4) Combat: 8 + 8 = 16PP Init: +0 ATK: +4 [+9 Ranged] DEF: +10 (+6 Dodge Focus, +4 Base, +2 Flat-Footed) Grapple: +4 Knockback: -3/-2 Saves: 1 + 7 + 5 = 13PP TOU +8/+6 (+6 Con, +2 Defensive Roll) FORT +7 (+6 Con, +1) REF +7 (+0 Dex, +7) WILL +7 (+2 Wis, +5) Skills: 76R=19PP Bluff 11 (+15, SM) Diplomacy 6 (+10, SM) Knowledge (Civics) 5 (+5) Knowledge (Physical Sciences) 5 (+5) Knowledge (Pop Culture) 5 (+5) Knowledge (Theology and Philosophy) 10 (+10) Handle Animal 1 (+5) Medicine 6 (+8) Perform (Vocals) 6 (+10) Ride 5 (+5) Notice 8 (+10, SM) Sense Motive 8 (+10, SM) Feats: 18PP Attack Focus (Ranged) 5 Defensive Roll 1 Dodge Focus 6 Improved Defense 2 Precise Shot Quick Change Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Uncanny Dodge (radio) Powers: 1 + 4 + 1 + 5 + 30 + 2 = 43PP Datalink 1 (10 ft, radio, alien) [1PP] Dazzle 1 (visual) (Stellarian might, Extras: Action 2 [Free], Perception [Visual, Area], Flaw: Range [Touch], alien) [4PP] Light Control 1 (10 ft, Flaw: Range [Touch]) [1PP] Immunity 5 (environmental cold, environmental heat, environmental radiation, sleep, starvation and thirst, alien) [5PP] Radio Control Array 14 (28PP, PFs: Alternate Powers 2, alien) [30PP] BE: Damage 9 (microwaves, Extra: Area [Burst], Flaw: Range [Touch]) {18} + Dazzle 9 (radio) (Extra: Area [Burst], Flaw: Range [Touch], PF: Subtle) {18+9=28/28} AP: Enhanced Dazzle 7 [visual, to Dazzle 8] {28/28} AP: Disintegration 9 (microwaves 2.0, Flaw: Action 2 [Full], PF: Subtle) {28/28} Super-Senses 2 ( Infravision, Radio, alien) [2PP] DC Table Unarmed DC 15 Bruised/Injured Blast DC 24 Bruised/Injured Damage DC 24 Bruised/Injured Dazzle DC 19 Ref/Fort Blinded Dazzle DC 18 Ref/Fort Blinded costs Abilities (24) + Combat (16) + Saves (15) + Skills (19) + Feats (18) + Powers (43) = 135/135
  10. "...it's a blind spot," Alice said, frowning at the building with an almost unblinking stare. The building had challenged her, was challenging her, and she didn't like it. She was actively daring it to try harder. "It's the five degrees that your brain just kinda fills in, that you can hide behind. Or the fake cigar box full of money right next to the big, mean-looking safe and the big glass display case, or the foot-courier doing the real thing while the armored vans take the other routes, or...." She frowned deeper, somehow, eyebrows trying to knit their way down the center of her face as she turned to look at the others. "Don't do the cigar box thing," she noted, derisively. "It doesn't fool anyone worthwhile, and the idiots wouldn't get into the safe anyway. It's...." She stopped, forcibly turning her head back toward the building. "It's doing it again. I don't like it. I bet it's full of expensive things that'd be so hard to fence and worth so much if we did. ....you touch it. Lou, go touch it."
  11. "Hmmm." Elizabeth bobbed her head back and forth, trying to place their group in a mental image of the pyramid. "A trap door, maybe, too? It'd be weird that it wasn't flush, but a pressure plate should probably be flush too, unless either one has settled or worn away." She reached into her cloak, pulling a comically over-sized mallet, the haft of which she slung across her shoulders. "Brute force is probably an option, but not a very good one!" She grinned anyway, rolled her creation's handle to spin its head for dramatic effect. "Maybe we can give it a tiny nudge, see if it has a little bit of give or shift against the rest of the stones. We might want to check the walls and ceiling for any suspicious hidden holes or traps or stuff like that first, though, just in case."
  12. Sure enough, Judy was just coming out the bathroom, running a tortiseshell comb through her long dark hair. "Oh hey everybody!" she said a little nervously, looking at Danica to make sure that the visitors were welcome. "Have we been in here long?" she asked, shooting a look at their host. "Ah didn't mean to scare anybody out there." She smiled at everybody, looking relaxed. "Danica's got a real nice little house in this...place!" Outside, Ashley hastily screwed the stopper back on her flask and called "...okay! I'm coming in!" And soon enough, a slightly disheveled, thoroughly baffled-looking Watchdog emerged from the door to the outside, joining the growing crowd inside Danica's place. She didn't say much except move to Judy's side; the circumstances evidently stealing her words entirely.
  13. "You can come in if you want," Danica offered, scooting back from the door. The room inside looked very much like a typical young teenager's bedroom, though the wide variety of posters and decorations gave it an oddly timeless quality. There were old and curling posters for movies that had come out well before Danica's classmates had been born, Now and Then, Casper, 10 Things I Hate About You, right alongside posters of Rey from the new Star Wars and a sprawling Minecraft vista. A pink landline phone with a curly cord sat next to a nearly-new laptop hooked up to a ZIP drive with several adapters. A bed with a plushy green comforter took up much of the space, and the parts of the wall that weren't covered in posters had windows curtained in the same green color. "ASHLEY!" Danica yelled out the door. "JUDY'S IN HERE! WE'RE OKAY!"
  14. Alright, noticed a big error on my part in Corona's sheet - I've treated Impervious on her protection as a Power Feat instead of an Extra. To rectify this: Bonuses Dropping Base Defence from 7 to 6, freeing up 2 PP Combat is now 28 PP Feats Change Dodge Focus 3 to Dodge Focus 4 to keep Defence Bonus at 10, costing 1 PP Feats are now 11 PP Powers Removing Immunity (Fire Damage), freeing 5 PP Changing Protection 7's Power Feat: Impervious to Extra: Impervious, bringing the cost to 14 PP instead of 8 PP. Powers are now 53 PP That should fix that little mistake, there. Oh, and as a fluff thing, she got a job with Lynn Epstein, so could you change her occupation from Delivery Worker to Retail Employee, please?
  15. Dead Head'd be up for it, if you think he'd fit.
  16. Yesterday
  17. I had a villain called "the gimp" who could convert kinetic energy into superspeed. It worked with generous amounts of handwavium. How would I do it as a pc. I wondered about the flaw on absorption 'does not increase toughness' because the issue with absorption is disparate toughnesses, unless you take a flaw on toughness 'does not apply to x' which seems a little clunky. If there is another more stylish way of doing it I would love to hear it. I think absorption potentially is a very cool power but tricky to implement.
  18. Frankies pulse was rapid and weak, his muscles slack, eyes unfocused but tracking rapidly from side to side almost as if in REM sleep. With time Dr. Thorne might have been able to break whatever hex had been laid on the gangster, how much that would help at this point remained questionable as was how much he even deserved such succor. Strix was thorough and efficient in his quest and soon the flop house was empty and a twisted mass of broken firearms and paraphernalia sat on the table while the sewers carried away the drugs they had found. The addicts and few loyalists fled before the man in whites fury scattering into hte surrounding streets and buildings like the vermin they were. Word would travel, though their real enemy already knew they were coming, what happened here wouldn't matter for him but for those nearby it might mean a few weeks of relative peace before another strongman moved in maybe longer given how thorough the heroes were. Events like this stuck in the consciousness and criminals were by nature a cowardly and superstitious lot. Arriving at the warehouse it was clear they were expected. Floodlights spilled over the streets around the warehouse, the fire escapes manned with armed guards in body armor, better armed than most of Bedlams almost vestigial police force. Not as numerous as the rabble sent after the kids the heroes had faced before, but they moved like trained soldiers and were on high alert. All the doors were shut tight, likely locked, and at least two guards on each door. It wasn't exactly a fortress but a frontal assault would also be dangerous and noisey. Dr. Thorne's senses tuned to the mystical could tell there were protections beyond the mundane as well though exactly what was unclear from her current vantage.
  19. Armory Utility Belt Array 10.5 (21 points; PFs: Alternate Power [29EP] BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {21/21} AP: Blast 4 (twin heavy pistols; Extra: Autofire [6]; PFs: Split Attack, Variable Descriptor [bludgeoning or ballistic, any material]) {16/21} AP: Blast 2 (single large thrown projectile; PFs: Improved Critical 2, Improved Disarm, Improve Range 3 [1 200-ft. Increment], Improved Ranged Disarm, Indirect 2, Mighty, Ricochet 3, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]) {19/21} AP: Blast 2 (single large thrown projectile ricocheting off multiple targets; Extra: Area [10-ft. Burst, Targeted], Selective Attack; PFs: Improved Critical 2, Improved Disarm, Improve Range 2 [2 100-ft. increments], Improved Ranged Disarm, Indirect 2, Mighty, Progression [Area] 2 [50-ft. Burst], Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawback: Reduced Range [5 20-ft. increments, 100 ft. Max Range]) {20/21} AP: Blast 2 (multiple small projectiles, thrown in rapid succession; Extras: Autofire [8]; PFs: Improved Critical 2, Improved Disarm, Improved Range 2 [2 100-ft. increments], Improved Ranged Disarm, Mighty, Ranged Pin, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawbacks: Reduced Range [5 20-ft. increments, 100-ft. Max Range]) {21/21} AP: Obscure 4 (malodorous smoke pellets w/ chaff; olfactory, radio and visual, 50-ft. radius; Extras: Independent, Total Fade; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {20/21} AP: Paralyze 5 (paralytic dart volley; Extras: Alternate Save [Fort], Autofire, Range [Ranged], Secondary Effect; Flaws: Unreliable 2 [1 Use]; PFs: Accurate [+14 Ranged, +9 w/out Powers], Improved Critical 2, Improved Range 2 [2 250-ft. increments], Subtle; Drawbacks: Full Power, Reduced Range 1 [5 50-ft. Increments, 250-ft. Max Range]) {19/21} AP: Snare 4 (bolas; Extras: Autofire, Linked [Trip]; Flaw: Unreliable [5 Uses]; PFs: Improved Critical 2, Improved Range 2 [2 200-ft. increments], Indirect 2, Subtle; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {14} + Trip 4 (Extras: Autofire, Linked [snare]; Flaw: Unreliable [5 Uses]; PF: Improved Throw) {5} {14+5=19/21} AP: Strike 4 (a veritable armory of melee weapons; PFs: Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing, any material]) {13/24}
  20. Watchdog/Daystar Power Level: 10/12 (197/197PP) Trade-Offs: +4 DEF/-4TOU, +4 ATK/-4DMG Unspent Power Points: 0 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. Alternate Identity: Ashley Tran, Special Agent (United States Secret Service) Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard Affiliations: Her charge, Jaycee Cahill Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living] Age: 27 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, with the clear physical power many martial artists develop. When not wearing her helmet, she sticks close to "Judy" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At her lleft hip is a silvered pistol. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent Tran who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. Ashley's not sure if this was the right way, though. She was desperately improvising when she reached out to Claremont on behalf of the Cahills, desperately improvising when she suggested a plan to both the President and to the former Raven - and it worked. Judy and Ashley Smith are refugees as far as anyone knows, from a world where the heroes failed and the Grue are everywhere, and the former is getting trained to be a hero while the latter watches her back. But how many lies is she going to tell? Have her efforts to save Judy only corrupted her? Has she served the country she loves so much - or has she made it worse? When she looks at herself in the mirror, she doesn't know who she is anymore... Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect Jaycee Cahill. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. Forget-Me-Not: Ashley's powers, coupled with her undercover status, make it easy for her own identity to slip away. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 27 year old Secret Service agent, not a teenager from an alternate universe! Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Who's That Girl: Ashley is losing track of who she is. Abilities: 4 + 12 + 4 + 4 + 6 + 6 = 36PP STR: 14 (+2) DEX: 22 (+6) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) Combat: 16 + 10 = 26PP Attack +8 (+14 Melee) Defense +14 (+6 Dodge Focus, +5 Base, +2 Flat-Footed) Init +10 Grapple +20 Knockback -3 Saves: 6 + 2 + 5 = 13PP Tou: +6 (+2 Con, +4 Defensive Roll) Fort: +8 (+2 Con, +6) Ref: +8 (+6 Dex, +2) Will: +8 (+3 Wis, +5) Skills: 96R=24PP Acrobatics 12 (+18, SM) Bluff 12 (+15, SM) Climb 5 (+7) Computers 3 (+5) Craft (Mechanical) 3 (+5) Diplomacy 1 (+4) Disable Device 4 (+6) Drive 4 (+10) Escape Artist 4 (+10) Gather Information 7 (+10) Intimidate 7 (+10) Investigate 5 (+7) Knowledge [Civics] 3 (+5) Knowledge [Streetwise] 3 (+5) Languages 3 (Chinese [Mandarin], French, Vietnamese, base: English) Medicine 2 (+5) Notice 8 (+11, SM) Search 8 (+10) Sleight of Hand 2 (+8) Sense Motive 8 (+11, SM) Stealth 8 (+14) Feats: 59PP Acrobatic Bluff Attack Focus 6 (Melee) Challenge (Fast Acrobatic Bluff) Defensive Roll 2 Dodge Focus 6 Elusive Target Equipment 15 [from Veteran reward] Evasion 2 Grappling Finesse Improved Initiative Inspire 3 Interpose Leadership Luck 2 Power Attack Sidekick 27 (Daystar) Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Takedown Attack Well-Informed Powers: 3 + 1 + 33 + 2 = 39PP Damage 2 (Raven's Training, PF: Mighty) [3PP] (training) Immunity 1 (Daystar's Powers) [1PP] (mutation) Power Thief Container 6 (30PP Container, PFs: Precise, Sedation, Subtle 1 [psionic senses]) [33PP] (mutation) Fatigue 6 (Extra: Linked [Mimic, +0]) {12} + Mimic 6 (All Powers, 30PP; Extra: Linked [Fatigue, +0], Flaw: Tainted) {18} + = [12+18=30/30PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) (mutation) [2PP] DC Table Damage DC 19 Tou Power Thief: DC 16 Fort Abilities 36 + Skills 24 + Feats 59 + Powers 39 + Combat 26 + Saves 13= 197/197
  21. Nicole Zenith's power coursed through her body and went deeper than that still, then filled her with a corruscating light. It spilled forth from her and the room was bathed in power and while she felt her limbs changing, restored into a different state, it did not hurt. She stayed still, sitting in her wheelchair, until the last of Zenith's power subsided, leaving behind spots at the back of her eyelids. Her body no longer felt ablaze with fire but for long seconds she merely concentrated on her breathing. Then she opened her eyes and remembered she was still inside the counselor's office, which felt so dull after everything. Brown desks and furniture, a little scraped. Paper documents scattered in neat little piles. Sunlight shining dully through the curtains. Then there was Zenith herself, so colorful and dynamic amid all the mundane things, though she was stock still perched on the edge of the Marquez's desk. She almost seemed unreal. Now seemed so unreal. Her toes squirmed as pins and needles shot through her foot, and she could feel her eyes begin to water. She shook her head silently and pinched the bridge of her nose, composing herself. Then she put one foot on the ground. Her other foot followed. Unsteadily, as if unsure if her legs could support her weight, she rose to her feet, using the wheelchair as support. Her face was unreadable as she stumbled forward, almost falling but catching a nearby filing cabinet to steady herself. Features scrunched tight in concentration. Her hands reached out for support and she slowly made her way to Zenith until she was almost in front of the otherworldly being. One of Nicole's hands was pressed against the wall and she leaned heavily against it, arm rigidly straight. Hair was matted across her forehead and Zenith could see beads of sweat. Nicole eye's met her own. There was a fire behind it and it only grew as Nicole opened her mouth in a snarl. "I don't owe you a damn thing. We make that clear, Zenith. Corinne."
  22. "It was a very slick flagstone." he defended with a grin and small shrug as he pulled himself to his feet with a slight wince. "I'll take it under advisement." Kam agreed with a wry smile. He looked down at Janus stretched out on the couch and shook his head, "I'm glad at least my plight can keep you entertained." the prince rolled his eyes and headed for the door pausing for a long moment, "And thanks." he ducked out before things got more awkward heading for his room to sleep for what remained of the night.
  23. "My alibi's mean you won't get caught. You've never slipped on a flagstone in your life, Kam. I doubt you're going to start now," Janus drawled, relaxing back along the couch. Absently, Janus drew the dagger to twirl it between their fingers as they tried to find a way to get through to the well meaning prince. "Certainly, no. But she understands that it's important to you. That will be enough if you make it clear that 'tis important to you." Janus shrugged, flipping the shining dagger hilt over blade in their off hand. "As for my uncle, believe me, he's the last person in the entire world to take love advice from. Trust me. I love the man but he is abysmal at managing anything deeper than the most shallow of dalliances. Stop overthinking everything, Kam. I know you hate it but really, sometimes you just have to go with your gut and your heart rather than that big brain."
  24. That insight cut deep and in more than one direction it seemed. Kam slumped into the couch giving up on any pretense that he might keep the truth of his late night sojourns from Janus. "While the sentiment is appreciated I'm not certain your alabi's won't be worse then the truth." he teased lightly and shook his head and ran a hand over his eyes tiredly. "As you've already mentioned Ajasoro does not share my acceptance of the need for secrecy regarding our identities." he pointed out tacitly admitting that was in fact at issue, "She is so enamoured of the ideal of," he gestured loosely at the room to indicate the United States and Western culture overall. He looked to Janus and shrugged, "What is it your uncle always said? Timing is everything?" he shrugged playing it off as of little concern a sure sign he was overthinking it, trying to plot and plan matters of the heart. It would be adorable if it wasn't so sad.
  25. Daystar Jaycee Cahill was born in 2002 in Guymon, Oklahoma. She's the middle of three girls, all of them named after their father J.T. (who she still calls 'Daddy', especially when she wants something from him). Her family has deep roots in rural Texas County; her late grandfather's savvy business sense made him a millionaire (and the richest man in Texas County, at least for a while) when he sold his failing cattle lands to invest in the natural gas boom of the 1930s. Her daddy met her momma Rachel twenty years ago, when he was fresh out of Harvard and a graduate student at the University of Oklahoma and she was just finishing up her BA in nursing. Rachel left her family in Muskogee behind to settle in her husband's hometown and work as a school nurse; Jaycee looks a lot like her mom, with her mother's skin tone, petite build and dark hair. Jaycee knows there was a time when her daddy wasn't a politician, but she can't really remember it. She wasn't yet in elementary school when her daddy ran for the Oklahoma State Legislature, a position he held for only a few years before deciding legislative service wasn't for him. The former political science professor at OPSU wasn't a man for legislative negotiations and dickering - he wanted to be the man in charge. Friendly to the oil industry, married to a Comanche woman, projecting a folksy-but-informed manner that let him speak cordially to both Tulsa suburbanites and farmers in the Panhandle, JT Cahill ran first as an outsider in the Republican primary, then was elected Governor of Oklahoma in 2010. Jaycee found that she liked being a governor's daughter. She was one of the most popular kids in her tony private schools in Oklahoma City, getting her attention she'd hardly ever won as a middle child back home, and living in Oklahoma City was a lot better than living in Guymon. It meant changes at home - she saw a lot less of her daddy and her momma, but she was reaching an age where that wasn't so bad. She got to travel too; out to DC and down to Austin, getting to know the children of other politicians and rich friends of her daddy's, and even got to visit. She wasn't old enough to be interested in boys the way her older sister Jaybee was, but she was sure that when she did, she'd have her pick of the best ones. She had a lot of plans. Jaycee was old enough to have some idea of what they were getting into when her daddy and momma sat her and her two sisters down in December of 2014 to tell them something very serious. Her daddy had thought hard, he'd prayed hard, and he'd talked to their mom and his friends - and Governor Cahill was going to run for President in the next election. Freshly 13, Jaycee rolled her eyes but didn't actually backsass her daddy - her daddy had just been re-elected Governor earlier that year and she figured the campaign for President couldn't be _that_ different from the campaign for Governor. And besides, it probably wasn't going to amount to anything. She had to admit she loved her dad (privately, anyway), but the country wasn't going to elect her dad, with his corny jokes and his Sooner ties and cheerful belly, President, right? The headaches started around the time of Jaycee's fourteenth birthday, just a short time after her father had been elected President of the United States. They were small at first and she got aspirin for them, then stronger stuff - stuff the White House doctors had to prescribe, then hospital visits to get her on a new type of painkillers. Her daddy's people kept it out of the media, which made her feel a little better - running for President was _not_ like running for Governor at all, and the campaign had turned her life completely upside-down. She knew how important this job was to her family, to her sisters, to America; she decided not to tell anyone when the headaches came back after a few months of treatment - or when she started hearing whispers in empty rooms in the White House, and then seeing things she knew weren't there - strange colors and patterns that she blocked out by sheer force of will. She wasn't going to ruin everything for her family by being a freak! And then came D-Day. A year later, Claremont has taught her things about the world. The worldly things she grew up fearing aren't so threatening, but there are demons in the world - monsters who would drag everything down into darkness, and righteous heroes determined to fight them. She's transforming, turning into something other than human - but as horrifying as that is, maybe she can use what's happened to her to make things better for other people. And even if life means she has to lie about who she is and what she is, if she has to keep being Judy Smith the Grue refugee to protect her family name - that just means she has to shine her light all the brighter. At least she has a sister to stand by her side. When not empowered, she wears modest A-line dresses and occasionally jeans - when empowered, she glows with a bright inner light that obscures her facial features. Judith 13:20 "May God make this redound to your everlasting honor, rewarding you with blessings, because you risked your life when our people were being oppressed, and you averted our disaster, walking in the straight path before our God.” And all the people answered, “Amen! Amen!”" Abilities: 0 + 0 + 12 + 0 + 4 + 8 = 24PP STR 10 (+0) DEX 10 (+0) CON 22 (+6) INT 10 (+0) WIS 14 (+2) CHA 18 (+4) Combat: 8 + 8 = 16PP Init: +0 ATK: +4 [+9 Ranged] DEF: +10 (+6 Dodge Focus, +4 Base, +2 Flat-Footed) Grapple: +4 Knockback: -3/-2 Saves: 1 + 7 + 5 = 13PP TOU +8/+6 (+6 Con, +2 Defensive Roll) FORT +7 (+6 Con, +1) REF +7 (+0 Dex, +7) WILL +7 (+2 Wis, +5) Skills: 76R=19PP Bluff 11 (+15, SM) Diplomacy 6 (+10, SM) Knowledge (Civics) 5 (+5) Knowledge (Physical Sciences) 5 (+5) Knowledge (Pop Culture) 5 (+5) Knowledge (Theology and Philosophy) 10 (+10) Handle Animal 1 (+5) Medicine 6 (+8) Perform (Vocals) 6 (+10) Ride 5 (+5) Notice 8 (+10, SM) Sense Motive 8 (+10, SM) Feats: 18PP Attack Focus (Ranged) 5 Defensive Roll 1 Dodge Focus 6 Improved Defense 2 Precise Shot Quick Change Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Uncanny Dodge (radio) Powers: 1 + 4 + 1 + 5 + 30 + 2 = 43PP Datalink 1 (10 ft, radio, alien) [1PP] Dazzle 1 (visual) (Stellarian might, Extras: Action 2 [Free], Perception [Visual, Area], Flaw: Range [Touch], alien) [4PP] Immunity 1 (own powers, alien) [1PP] Immunity 5 (environmental cold, environmental heat, environmental radiation, sleep, starvation and thirst, alien) [5PP] Radio Control Array 14 (28PP, PFs: Alternate Powers 2, alien) [30PP] BE: Damage 9 (microwaves, Extra: Area [Burst], Flaw: Range [Touch]) {18} + Dazzle 9 (radio) (Extra: Area [Burst], Flaw: Range [Touch], PF: Subtle) {18+9=28/28} AP: Enhanced Dazzle 7 [visual, to Dazzle 8] {28/28} AP: Disintegration 9 (microwaves 2.0, Flaw: Action 2 [Full], PF: Subtle) {28/28} Super-Senses 2 (Infravision, Radio, alien) [2PP] DC Table Unarmed DC 15 Bruised/Injured Blast DC 24 Bruised/Injured Damage DC 24 Bruised/Injured Dazzle DC 19 Ref/Fort Blinded Dazzle DC 18 Ref/Fort Blinded costs Abilities (24) + Combat (16) + Saves (15) + Skills (19) + Feats (18) + Powers (43) = 135/135
  26. Judex crossed his arms over his chest, a smirk on his face. "I've come all this way already, my fine feathered friend. It would be a shame for me to cut my evening constitutional short. Besides." His grin is a savage thing. "All I'm hearing is that there's someone out there who needs some instruction and wisdom introduced into their life. That's right up my alley!"
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