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  1. Okay this one has some weirdness that I'll talk about here. She's an alien from a significantly different planet than Earth, resulting in being unable to breathe an oxygen based atmosphere, which I put as the big drawback at the bottom. I decided on Uncommon frequency because encountering the drawback requires her to lose her mask (A hard to lose device). Beyond that the main ones are her eyes don't see into the red light spectrum, so she kinda has the whole bee vision thing that you might have seen images of and the primary theme of her tech being particle accelerators. This means most of her stuff in real life would be hilariously dangerous, like how Godzilla should render any place he uses his breath weapon would be uninhabitable afterwards. Thankfully this is a superhero setting so she's more likely to give bystanders superpowers than cancer, but it was definitely a tough one to wrap my head around. Blue Bolt Power Level: 10 (150/150PP) built as PL8 Unspent Power Points: 0 Trade-Offs: Up to ±4 Attack/±4 Damage, +1 Defense/-1 Toughness In Brief: Young alien supergenius, stranded on Earth one of her experiments went wrong. Theme: I Like It Heavy - Halestorm Rock of Ages - DJ Schmolli Alternate Identity: Vueriz (Public) Birthplace: Planet Zirtimzar in the Varagos System, Unknown Galaxy (To Humans) Residence: Claremont Academy. Occupation: Student Affiliations: Claremont. Family: Vysalla (Mother), Zurangar (Long-Suffering Elder Brother) Description: Age: 16 Gender: Female Ethnicity: Alien (Zirtimzara) Height: 3’11 Weight: 236 lbs Eyes: Blue Hair: Blue and White Vueriz is very obviously an alien, with aquamarine blue skin speckled with spots that light up slightly in the sun to the human eye (They fluoresce under UV light), large fuzzy ears and a long (relative to her) prehensile tail. She has a pear shaped figure, lacking a human's mammary glands but still possessing wide hips, and when her mouth is exposed she has very pointed teeth. She is very short by human standards, standing just shy of four feet tall, but her fluorocarbon based anatomy gives her a surprising level of weight despite her diminutive stature. Ever present on her face is her breathing mask, so that she can survive Earth’s atmosphere, into which she has jury-rigged her Universal Translator. She dresses in punk style, tank tops, combat boots, jeans and spikey bits all making frequent appearances in her outfits, although jackets are not a common accessory as she overheats in Earth’s climate. One thing people will notice is that often she will wear incongruous (and frequently unstylish) red clothes. When she goes out to do heroics she has a specific look however, a low cut pale wisteria shirt, purple jeans, a leather (slightly climate controlled) jacket and red gloves, boots and knee pads (She thinks they’re black.) Around her waist goes a utility belt with her many gadgets magnetised on, and some tech has been attached to her gloves so that she can remote control her board. History: Vueriz is from a distant galaxy, kept relatively peaceful by a ruling committee focused on the perpetuation of logic and reason. This bored her to no end. No more great frontiers to explore, no grand evil empires to fight and certainly no haring off on wild adventures with only a gun at your hip and song in your soul. What’s a self-respecting (and self-proclaimed) rebel supposed to do in the face of all this rubbish? Well Vueriz’ answer was to violate superluminal speed limits across three sectors and get noise complaints from everyone within several kilometres of her at any given time (Not to mention the several counts of graffiti and illegal tampering with proprietary technology) and generally disturb the peace the good public servants tried to uphold. This is of course how she discovered that the law is not described as having a long arm for no reason, and that the squeaky clean government was mostly PR. She was scheduled for reeducation for her (admittedly quite extensive, if (mostly) minor) crimes. Working frantically, she kludged together some enhancements for her (illegal) skyboard, and proceeded to briefly become the fastest moving thing in her entire galaxy. Within moments her jury-rigged upgrade was failing, spreading itself across multiple light years of space, but even without it she was still locked inside of a pocket of space which rendered her speed nearly infinite, and would have been stuck in it potentially forever, but as luck would have it, her course set her very close to a large gas giant in an unknown (to her) galaxy, the gravity of the planet she would later learn was known as Jupiter disturbed the bubble of space resulting in it failing, ejecting her to the Earth, where she crash landed near Freedom City. From there, it was a surprisingly short process for her to be filed in as a minor from an unknown alien species and packaged off to Claremont. You’d think these humans dealt with alien teens a lot or something. Personality & Motivation: Vueriz is loud (some would say obnoxious), energetic and cheerful at the opportunity to explore a whole new galaxy of aliens and superheroes, going on adventures and fighting bad guys. If asked she’d admit that she misses her family, but she’s here now so dwelling on it isn’t something she cares to do. She likes her life like she likes her tech, fast, bright and loud, and as much of all of those as possible. It should be no surprise that she was drawn like a moth to a flame to punk, rock, metal and electronic music. She brings this energy to her heroics as well, bad guys can’t seem so scary when the (dashing and super cool, she swears) heroine is still rocking out and having a good time while they’re monologuing. If pressed on why she’s doing it, her surface level answer would just be about how cool it is to be a hero, but deep down she has a burning desire for freedom not just for herself, but for everyone. Now if only she could stop getting noise complaints. Powers & Tactics: Vueriz’ anatomy is naturally superhuman, featuring an incredible resistance to radiation and cold from the natural circumstances of her home world as well as basic toughness from the fluorocarbons that make up her skin and bones.She also has the ability to see higher light bands than humans, able to see UV light and visually detect Radiation from even higher in the electromagnetic spectrum, although she cannot see by X-Rays or Gamma Rays. She also possesses an incredibly powerful brain, already comparable to many of Earth’s greatest super-computers and genius heroes. Unfortunately for her, despite her impressive mental abilities, Blue Bolt doesn’t naturally tend to think things through when it comes to fighting, not having much actual practice doing so, mostly focusing on dodging and shooting when actually forced into an even confrontation. If allowed to dictate the pace of a fight she can however prove quite devious, able to set traps and line up trick shots with her grenades. The majority of her flashier pieces of tech use particle acceleration tech to operate, creating quite spectacular light shows. Her most impressive piece of technology is her skyboard, laced through with tubes carrying high velocity particles. These are both her means of transportation and her primary method of direct attack, ejecting particles to maneuver, firing them at the bad guy, or creating a beam through an electromagnetic tunnel across the front of the crescent shape to create a particle beam blade to attack as she flies past. The particle cannon can be reconfigured on the fly to draw more particles and power, becoming nothing more than a large gun platform at full power. She also uses its many powerful magnets to lock her in place upon it and lift cargo. Upon her utility belt currently hang four items; First is her Meson Driver, a pistol that functions by launching Mesons at relativistic velocities. By scanning the exact distance to the target (Or the wall behind the target if her aim is off) the Meson driver precisely calculates the velocity its unstable projectiles must travel to reach just inside the surface before they decay, releasing the energy into the surface structure, weakening it. It is very slow to fire due to this however, as the internal computer must recalculate constantly, lest the projectile detonate too soon, or too late and cause a great deal more harm than Vueriz intends. Her Aurora Roarer spins in place like a firework, launching charged particles in every direction, creating a localised aurora, fizzing and whistling about her targets, the lightshow overwhelming their senses, blinding them temporarily. The Nervebuzzer ejects vast quantities of electrons at every target within its range, creating large unequal charges throughout their bodies which then equalises with the ground, shocking them all over. The Infrasound Concert by contrast is very simple, it’s a very powerful infrasound emitter, vibrating the internals of those too close, disrupting them. Each of them possesses only a limited amount of power however, only good for five uses before needing recharging (And replacement wires) Finally her mask and gloves are significantly less impressive. The mask is primarily designed to keep the atmosphere of planets she finds herself upon from poisoning her, containing a gas recycler for its internal gas stores, although it also contains an atmospheric testing device, and plays host to her Universal Translator after she combined the two pieces of technology. The gloves are even simpler, they allow Vueriz to remote control her Skyboard when it is close enough, a holographic display appearing over her hands for her to control its internal computers through. Complications: What did you say?: Vueriz’ Universal Translator is almost the genuine article, but suffers from reliability issues, mistranslations and grammatical errors plague it, and sometimes it ceases entirely. The GM can rule that the Universal Translator has run into an error, giving her incorrect info or completely failing, preventing Blue Bolt from speaking with her allies. Which is the red wire!?: Zirtimzara cannot see the red spectrum, seeing red coloured objects as black instead. This can cause problems as red is a very common marker colour on Earth. So red warning labels simply look like black stickers, and a room lit with emergency lighting is just dark to her. The GM can rule the Vueriz misses something or is struggling to see due to the red colouration or red light. Crap! Gimme back my belt!: As Blue Bolt, Vueriz has a utility belt which she stores her Meson Launcher and Bombs on, if she loses it she might be in a bit of a bind. If circumstances result in her utility belt being inaccessible, Blue Bolt cannot switch her Gun & Grenades array. What? Never seen an Alien before?: Vueriz is an alien, obviously so, and can’t blend in with a crowd, as a result Vueriz has no secret identity. This can cause problems in her personal life as people can both recognize her as an extraterrestrial and (after she’s made a name for herself as Blue Bolt) a superhero. Bigots, groupies and villains can all make Vueriz' civilian life difficult. There’s no tap water for me to extract air from here!: Vueriz’ mask may be able to sustain itself for significant amounts of time by recycling the Fluorine she breathes, but it’s not 100% efficient. If a mission takes a while, she may have to delay to find a source. The GM may rule that her mask is running low on Fluorine, requiring her to stop her current activity to replenish it. Alien ‘rebel’: Vueriz is not known for being good at following rules about keeping the peace, and frequently irritates figures of authority, resulting in a reputation already forming around her. Police and other authority figures may recognize Vueriz, and be unhelpful given her tendency to thumb her nose at them. The GM may worsen their attitudes towards her by one. Abilities: 0 + 4 + 4 + 26 + -2 + 2 = 34PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 36 (+13) Wisdom: 8 (-1) Charisma: 12 (+1) Combat: 8 + 6 = 14PP Initiative: +13 (+13 Intelligence [Speed of Thought) Attack: +12 Particle Blades (Base 4, Accurate 4), +4 Melee (Base 4), +4 to +6/+8 Particle Cannon (Base 4, Attack Focus [Ranged] +2 to +4), +6/+8 Ranged (Base 4, Attack Focus [Ranged] +2 to +4) Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Melee Attack) Knockback: -7/-3 Saving Throws: 2 + 6 + 1 = 9PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +4 (+2 Con, +2) Reflex: +8 (+2 Dex, +6) Will: +0 (-1 Wis, +1) Skills: 104R = 26PP (1PP = 4 Skill ranks) Acrobatics 8 (+10)Skill Mastery Bluff 4 (+5) Y Computers 6 (+19) Craft (Electrical) 13 (+26) Craft (Mechanical) 13 (+26)Skill Mastery Craft (Chemical) 8 (+21) Disable Device 8 (+21) Escape Artist 5 (+7)Skill Mastery Knowledge (Physical Sciences) 5 (+18) Knowledge (Life Sciences) 3 (+16) Knowledge (Technology) 13 (+26) Knowledge (Popular Culture) 2 (+15) Language 0 (Zirtimzaran [Native]) Perform (Percussion Instruments) 3 (+4) Pilot 13 (+15)Skill Mastery Feats: 14PP Luck 2 Attack Focus (Ranged) 2 Dodge Focus 6 Evasion 1 Inventor 1 Move-by-Action 1 Skill Mastery 1 (Acrobatics, Craft [Mechanical], Escape Artist, Pilot) Powers: 4 + 4 + 2 + 3 + 6 + 17 + 16 + 4 + 1 + 4 = 61PP Super Senses 3 (Radiation Vision; Descriptor Frequency: Common; Sense Type: Visual; Default: Accurate, Acute, Ranged; Extras: Ultravision; Feats: Innate) [4PP] (Biology, Alien, Light, UV, Radiation) Protection 5 (Alien Body; Drawbacks: Noticeable) [4PP] (Biology, Alien) Additional Limbs 1 (Tail; Feats: Innate) [2PP] (Biology, Alien) Quickness 4 (Feats: Innate, Speed of Thought; Flaws: One Type [Mental]) [4PP] (Biology, Alien) Immunity 2 (Environmental Radiation and Cold; Feats: Innate) [3PP] (Biology, Alien, Radiation) Immunity 10 (Radiation Descriptor; Feats: Innate; Flaws: Limited) [6PP] (Biology, Alien, Radiation) Device 5.6 (Skyboard; 28PP Container; Flaws: Easy-to-Lose) [17PP] (Tech, Magnetism, Radiation) Particle Accelerator Array 12 (24PP Array; Feats: Alternate Power 1, Dynamic 2) [27PP] Base Power: [5 + 4 + 1 + 2 + 12 = 24PP] Additional Descriptor(s): (Atomic Particles) Flight 6 (Flaws: Platform; Drawbacks: Doesn't Work Underwater) [5PP] Immovable 4 (Stability Assist [4PP] (Computer) Enhanced Feat 2 (Targeting Computer; Attack Focus [Ranged] 2; Flaws: Duration [Sustained]) [1PP] (Computer) Move Object 2 (Maglock; Flaws: Range [Touch]) [2PP] Damage 4 (Particle Blades; Extras: Targeted Area [Trail]; Feats: Accurate 4, Improved Critical 2) [12PP] Alternate Power: [20/24PP] Additional Descriptor(s): (Subatomic Particles) Damage 8 (Particle Cannon; Extras: Ranged; Feats: Accurate Attack, Power Attack, Precise, Split Attack) [20PP] Device 4.2 (Gun & Grenades; 21PP Container; Feats: Multiple Weapons 3; Flaws: Easy-to-Lose) [16PP] (Tech) Gizmos Array 9.5 (19PP Array; Feats: Alternate Power 3; Drawbacks: Distracting) [27PP] Base Power: [19PP] Additional Descriptor(s): (Magnetism, Radiation, Subatomic Particles, Meson) Drain 8 (Meson Driver; Drain Toughness; Extras: Affects Objects, Ranged; Feats: Improved Critical 2, Slow Fade 2; Flaws: Action [Full Action]; Drawbacks: Full Power) [19PP] Alternate Power: [19PP] Additional Descriptor(s): (Magnetism, Radiation, Atomic Particles, Light, Aurora) Dazzle 8 (Aurora Roarer; Visual Dazzle; Extras: Area [Cloud]; Feats: Ricochet, Thrown 1, Triggered 2; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power) [19PP] Alternate Power: [19PP] Additional Descriptor(s): (Sound, Infrasound) Nauseate 8 (Infrasound Concert; Extras: Area [Burst]; Feats: Ricochet, Thrown 1, Triggered 2; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power) [19PP] Alternate Power: [19PP] Additional Descriptor(s): (Magnetism, Subatomic Particles, Electron, Electricity) Stun 8 (Nervebuzzer; Extras: Area [Burst]; Feats: Ricochet, Thrown 1, Triggered 2; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power) [19PP] Device 1 (Breathing Mask; 5PP Container; Flaws: Hard-to-Lose) [4PP] (Technology, Gas, Fluorine) Immunity 2 (Suffocation) [2PP] Comprehend 1 (Universal Translator; Speak Languages) [2PP] (Computer) Super-Senses 1 (Atmosphere Tester; Sense Type: Olfactory; Default: Radius, Ranged; Extras: Analytical) [1PP] Device 0.2 (Control Gloves; 1PP Container; Flaws: Hard-to-Lose) [1PP] (Technology, Light, Radio, Hologram) Datalink 2 (Remote Control [100ft. Range]; Flaws: Limited [Skyboard Only]) [1PP] Drawbacks: (-6) + (-2) = -8PP Weakness (Inhaled Oxygen; Frequency: [Uncommon]; Intensity: [Moderate, -1 Constitution Drain], Accelerated Effect [1 Minute]) [-6PP] Vulnerability (Heat; Frequency: Common; Intensity: Minor [+1DC]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 10 Toughness Damage Particle Cannon Ranged DC 19-27 Toughness Damage Meson Driver Ranged DC 18 Fortitude Drain (Toughness) Aurora Roarer Ranged DC 18 Fortitude Dazzle Infrasound Concert Ranged DC 18 Fortitude Nauseate Nervebuzzer Ranged DC 18 Fortitude Stun Totals: Abilities (34) + Combat (14) + Saving Throws (9) + Skills (26) + Feats (14) + Powers (61) - Drawbacks (-8) = 150/150 Power Points
  2. Kord Dormitories, Fifth Floor Claremont Academy, Freedom City, New Jersey Monday, September 4, 2023 Like the rest of the dormitories, the fifth floor of Kord was a similar scene of controlled chaos involving students and parents. Three eighteen year old girls emerged from the stairwell into the hall of the fifth floor. The three were all identical in appearance, the same, long red hair and dressed in matching jean shorts and green tank-tops. The only difference between them was what each was carrying, with one having a backpack and suitcase, the next only had a large suitcase (which she seemed to lift with minimal effort) and the last carrying a box. Bernadette O'Connell led two of her duplicates down the hall toward her room for her last year at Claremont, excited to see her friend again. It had been an interesting summer, not the least of which had been her experience at a band competition in Boston. The sooner she got her stuff to her new room, the sooner she could go find her friends and catch up….
  3. Magic 8 Ball Power Level: 8 [Taken as a PL10 and reduced] (150/154PP) Unspent Power Points: 4 Trade-Offs: -4 Defense / +4 Toughness In Brief: A girl with minor Psychic and Oracular Powers is cursed with a semi sentient relic disguised as a Magic 8 Ball. Alternate Identity: Vicki Adams (secret) Birthplace: Stonehenge, UK Residence: London / Claremont Academy Base of Operations: Claremont Academy Occupation: Student, aspiring Medic Affiliations: Claremont Academy, her Nanny, Freedom City Police Family: StepFather (Robert, 46), Mother (Janet, 45), Sister (Helen, 13), StepBrother (Duncan, 15), Nanny (Alice 27) Description: Age: 16 (DoB: 2007, April 13th ) Gender: Female Ethnicity: Caucasian Height: 5'2" Weight: 102 lbs Eyes: Black Hair: Black Vicki is a cute, but not stunning 16 year old girl. She is petite and to her chagrin, has not matured like many of her friends and classmates. While looking youthful for her age, she dresses and acts far above it, carrying herself with an aura of an old soul. She moves gracefully and with purpose and her smile is enough to light a room and perhaps power a small city while displaying her dimples. Her black hair is usually done up in a stylish bob and her father's access to good dental and health care allowed her to have very clear skin and perfect teeth. As she comes from money, her clothes are quite trendy and tasteful for a young lady; gravitating to skirts and simple tops or summer dresses. History: Vicki was born on Friday, April 13th while her mother was visiting Stonehenge to talk with a Wiccan group to try to appease them for her husband who was running for MP. It was an auspicious day and the midwives who ended up helping deliver the young girl, also marked her for second sight. Growing up, Vicki realized quickly she was different as her Oracular sight often triggered and she ended up talking to people who weren't there or interacting with things that didn't exist. Thankfully for her, the Ministry of Powers was more than equipped to protect the young girl and help her grow up without causing issues or embarrassment for either her or her politically minded father. In fact, they assigned a mentor for the young girl; another psychic named Synapse. Synapse became a bit of an enigmatic fixture in her life, showing up every few months to both check in and help Vicki learn to deal with her powers. Additionally, it was through the Ministry of Power's intervention that Vicki's life held the normalcy that it did; even if she was moved through several schools in an attempt to keep her identity and meta status secret. Of course, Robert Adams, Vicki's father, was more than happy to throw money at the issue of his odd daughter so that she was not a political liability. On her 13th birthday, Vicki was left a present by an anonymous visitor to her home. After security examined it, they let the girl have the odd gift. Opening it up, she wondered who would have given her a Hasbro Magic 8 Ball, but didn't originally think much of it. However, this was no ordinary item. It was a powerful magical relic which enhanced her power tremendously. However, with great power... came great strangeness. She found out quickly that the Ball had it's own agenda and while it was all 'heroic' she often could not discern why it wanted to do anything in particular. Additionally, she found it VERY hard to refuse the ball when it wanted to do something which began to cause more noticeable issues for her political father. Within a year of finding the ball, she was sent to the US for a private boarding school that was known to both be discrete and also handle 'strange' children. Enrolling first at the Atom Academy, she reveled in the science focused school while learning Medical and Science skills. Yet when her father finally visited and realized it was a school for Meta children, he quickly pulled her and switched her into Claremont starting half way through her Sophomore year. Additionally, he asked one of his friends from Parliament, Lord Robert Harrow to help the girl out as the Lord had located his family in Freedom City. Satisfied that his daughter was in a position away from the British media and had a powerful ally by way of a long standing friend, he has given little more thought to his only daughter and left her too her studies, unaware of the true nature of the school. In the short time she has been in Freedom City, she has started working with the Police Department. Befriending an older detective in the Cold Cases Division, she has already helped solve several outstanding cases. Personality & Motivation: Vicki is a very altruistic person and has a high degree of empathy for her fellow man. She is wise beyond her years, mostly as a product of seeing a parade of horrible things that people do to each other. She is determined to help in any way that she can and has aspirations of being a doctor and a hero on the side. Additionally, she is saddled with the Magic 8 Ball, which while enigmatic, also consistently pushes her to engage in heroic activities even if she doesn't always know how to solve or recognize them. She is mostly friendly and cheerful and pushes to engage with people all the time, finding that far more enjoyable than more solo pursuits. Powers & Tactics: In combat Vicki relies on her senses to determine who is opposed to them. She is careful and cautious, trying to assess any situation she is in before recklessly getting stuck in. While she can slug with other aspiring heroes of her age, she often would rather try to defuse situations and if she can trick or lower the heat she'll do that. When forced to fight, she would rather support others than take the center of a battle, using her abilities to help others resolve the conflict. While she is still learning, she is already showing promise of being a skilled medic and does her best to help anyone injured in a battle. One thing she does not like to do is to read minds. She is fine with reading their emotions or communicating mentally, but she views intrusively reading minds as a violation of someone's privacy, which her uncontrolled visions already often do so. Power Descriptions: Most of Vicki's powers are subtle and hard to notice. Not much that she does is very flashy. The most flashy of her abilities is when she uses any of her Telekinetics to toss things around. When she uses the ball, it tends to glow with a magical inner light. Her telepathy is far more subtle with most of the abilities registering only to people who have specialized senses to notice such mental intrusions. Complications: Listen to the Ball: While the 8 Ball gives Vicki a lot of additional power, it also is rather bossy and tells her to do things. It is semi sentient and has it's own (Heroic) agenda. Which does not always coincide with Vicki's plans. Who are you talking too?: Since she can not control her Oracular gifts it is often that she is talking to a vision and not realizing it. Since they are not obvious, other people just see her talking to space. This does not help Teenaged cool. Just a little bit Pushy: If she, or anyone, asks the 8 Ball a question, she is compelled to do what it says even if she disagrees with it. It's polite to ask first: Sometimes the ball demands to be heard and Vicki has to ask it about even mundane things, like 'Should I go to the movies'. Can't get rid of it: The 8 Ball is bound to her and no matter what she has tried, she can't get rid of it. It shows up in awkward times. My Wonderful Parents: Everyone is embarrassed by their parents, Vicki's father is a well know firebrand right wing politician in the UK who does not know of his daughters gifts. Culture Shock: America is not the UK and when you ask people for a rubber to correct a mistake on your paper... they look at you funny. Get out the Eye Bleach: Vicki's Oracular sight comes unbidden regularly and often shows her things she has no wish to see. She ends up seeing Embarrassing moments of people's lives all the time. Just Get the Information Already: Vicki has the ability to read bits and bobs from people's minds, but she doesn't like too. While it might be easier to solve a situation by doing so, she often does not. Abilities: 0 + 2 + 4 + 6 + 10 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20/26 (+5/+8) Charisma: 16 (+3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +1 Attack: +4 Melee, +8 Ranged, +4 Base Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Grapple: +4 Knockback: -6 Saving Throws: 5 (1PP / Fortitude) + 6 (1PP / Reflex) + 0 (1PP / Will) = 11PP Toughness: +2/12 (+2 Con, +10 [Protection]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +8/+11 (+8/+11 Wis, +0) Skills: 10PP = 40R (1PP = 4 Skill ranks) Bluff 2 (+5) Concentration 2 (+10) [Second Chance] Diplomacy 7 (+10) Investigate 2 (+5) Knowledge [Life Science] 7 (+10) Knowledge [Parapsychology] 2 (+5) Knowledge [Popular Culture] 2 (+5) Language [ASL] 1 Medicine 2 (+10) Notice 2 (+10) Search 7 (+10) Sense Motive 2 (+10) Survival 2 (+10) Feats: 13PP Assessment Attack Focus (ranged) 4 Dodge Focus 2 Interpose Luck 1 Connections 1 Benefit (Important Family) [Politician Father] 1 Second Chance [Concentration] Teamwork 1 Powers: 49 + 23 + 4 = 76PP Device 11 (Magic 8 Ball, 55DP Device, Feats: Indestructible, Summonable, Disguised, Only usable by you 2) 49PP (Magic) Super Senses 8 (Shake the Ball; Pre/Postcognition Flaws: Uncontrolled, Limited [Yes, No, Maybe IE 8Ball answers only] Drawback: Noticeable [Glows]) 2DP Protection 10 (Ball of Protection), Extra: Force Field 0, Feat: Subtle 1) 11DP Enhanced Trait 9 (Fortified Mind; [Wisdom 6, Will Save 3]) 9DP Flight 2 (Mental Levitation; Feat: Maneuverability 1) 5DP Telekinetic Power 13 (Array 26PP, Feat: Alternate Powers 2) 28DP BE: Move Object 8 (Telekinesis; Extra: Damaging, Feat: Precise, Progression Range 1 [160ft]) {26/26PP} 26DP AP: Blast 8 (Fling Debris; Extra: Area(Cone)) {24/26} 1DP AP: Blast 8 (Power Throw; Extra: Penetrating) {24/26} 1DP Telepathy 8.5 (17PP Array, Feats: Alternate Powers 6) 23PP (Mental, Psychic) BE: Mind Reading 8 (Emotional Scan; Extra: Effortless, Feat: Subtle 2, Flaw: Limited to Emotions) {10PP} 17PP Linked to Communication 4 (Telepathy; [Mental Communication], Feat: Rapid 2, Subtle 1) {7PP} 0PP AP: Concealment 10 (Mind Blank; [All Senses], Feats: Selective, Flaw: Phantasm) {11/17PP} 1PP AP: Emotion Control 8 (Change Moods; Feat: Subtle 1) {17/17PP} 1 PP AP: Stun 8 (Mental Strike; Extra: Alternate Save [Will], Feat: Subtle) {17/17PP} 1PP AP: Mind Reading 8 (Quick Probe; Extra: Effortless, Flaws: Duration [Instant]) {8/17PP} 1PP AP: Mind Control 8 (Suggestion; Extra: Effortless, Feat: Subtle 1, Mental Link, Flaws: Action [Full Action], Distracting) {10/17PP} 1PP AP: Illusion 8 (Distort Senses; [All Senses], Flaw: Phantasms, Action 1 [Full]) {16/17} 1PP Super Senses 8 (Oracle Sight; [Pre/Postcognition], Flaw: Uncontrolled) 4PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Telekinesis Ranged DC 23 Toughness Damage Fling Debris Cone 80ft DC 23 Toughness Damage Power Throw Ranged DC 23 Toughness, Penetrating Damage Mental Strike Ranged DC 18 Will Stun Emotional Scan Perception DC 18 Will Mind Reading Suggestion Perception DC 18 Will Mind Control Change Moods Perception DC 18 Will Emotion Control Totals: Abilities (28) + Combat (12) + Saving Throws (11) + Skills (10) + Feats (13) + Powers (76) - Drawbacks (0) = 150/154 Power Points
  4. The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 235/239PP Unspent Power Points: 4PP Trade-Offs: -3 TOU/ +3 DEF, +2 ATK/-2 DC In Brief: The Nightwing to the Raven's Batman. Theme: Shine - Matt Beilis / Spotlight - Saliva Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret) Birthplace: Freedom City, United States of America Residence: Guardians HQ, Bayview, Freedom City Base of Operations: Guardians HQ, Bayview, Freedom City; The Rookery Occupation: Adventurer, Crime Fighter Affiliations: Claremont Academy, Raven III, Raven Family, Young Guardians Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. Since his time at Claremont, Charlie has also to taken to dressing more casually with jeans, t-shirts and sneakers of varying colors and designs. As the Stormcrow, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless dark grey full-body suit. Over the suit, he wears a black cowl connected directly to a black cape. The edges of the cape is very light, somewhat shiny blue, and connects to a logo with a bird with outstretched wings on Charlie's chest. The inside of the cape is a slightly lighter grey than the full-body suit. The cowl is outfitted with light blue one way lenses in a vaguely bird beak shape, which covers and hides his eyes. The lens acts as a heads-up display for Charlie. The dark grey full-body suit is broken up with a pair of shiny light blue bracers with shiny black edges that end in triangles at each end, and boots in similar design and color scheme, which ends in triangles pointing to his knees. He wears a silvery and light blue utility belt with another light blue bird logo on a black background as the buckle. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. While at Claremont, Charlie quickly struck up friendships with several other students, and when Sebastian Shields, otherwise known as Casanova, assembled a team of students with less than heroic intentions as New Young Freedom, Charlie started organizing his friends into their own team in response. Charlie led a shifting roster of Young Guardians to thwart not just Casanova's New Young Freedom, but through a few other adventures as well. Casanova would, in particular, grow to hate Charlie for his effort. At the same time, he worked with the Raven to combat the rising crime brought on by the Doomforge, with the House of Usher having returned and set up shop in it's shadow, spreading their influence throughout Freedom City. Charlie would eventually leave Claremont near the end of his second year, disappearing rather suddenly from the school when he and the Raven focused their efforts on fighting the House of Usher, eventually dismantling their operations in Freedom City and driving them away from the city. Not content to let the Usher family escape justice, the Raven and Nevermore gave chase, hunting them across the world. The duo had a number of adventures along the way. Charlie grew from these experiences, and began to realize that he wanted to be more than just the Raven's sidekick. He had plans and ideas for what he wanted to do on his own. Alek agreed that it was time for Charlie to go out on his own. Returning to Freedom City, Charlie began to prepare. He wanted to do it right, so he took his time, and, with funding from the Summers family, he designed a new headquarters that he could use with his friends, as well as a new identity. And soon, the Stormcrow would soar, and, with some luck, he would be joined by the Young Guardians once again. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, with plenty of experience both alone and working together with others, particularly the Raven, though he has not grown out of his cockiness yet. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. During his time in Claremont and abroad, Charlie has grown into an accomplished detective, hero and leader. His ego and bravado remain as strong as ever, but they are now rooted in genuine experience and knowledge of his own capabilities and skills. Charlie remains as driven as ever, and still tends to fixate on finding solutions to any mystery or problem that catches his interest, almost to the point of obsession. POWERS & TACTICS The majority of Charlie's tactics relies on analysis, distraction and misdirectio. Observe an enemy, figure out how to best stop them, and then execute his plan. His personal fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. Stay out of trouble, stick to the shadows and put his brains to good use. Charlie tends to take on a leadership, or at least planning, role when working with others, whether they like it or not. He has studied and worked towards this, and he generally dislikes being ordered around by people that he doesn't think what it takes to lead. He will, for instance, not have any issues with the Raven giving him commands, or other more experienced heroes, while someone that had just joined Claremont would be a stretch. His tactics tends to involve teamwork, and he will try to weaken enemies or set them up for attacks from his more powerful teammates if possible. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Stormcrow costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat, which also contain a charged shock charge. He uses a modified version of the Raven's ravenrangs, smaller and lighter, which he call's Crow's Claws. He utilizes a great number of different types of tools to snare or trip his opponent, as well as multiple types of gadgets to blind his foes, whether it is with flashbangs, darkness, gunk in the eyes, light shows, concentrated zones of darkness or something else, all to allow him to effectively immobilize and distract his foes. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark crows, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Charlie is secure in himself, he knows what he can and cannot do, and that he is only just getting started. As the Stormcrow, he is the newest part of the Raven legacy, and while he had good times as Nevermore II, it was high time that he stepped into his own role. Still, he is not without issues, and a mix of this legacy and working with his hero means that Charlie can seem arrogant and flippant to some, and not without reason. While he is a team player, he naturally falls into the leadership roll and can have issues stepping out of it. If Charlie's seeming arrogance or inability to let others take the lead makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprived of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: The legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newer members of the extended Raven family, just for the sake of taking revenge. Aside from legacy villains, Charlie has made a few enemies of his own, including several former Claremont students with less than heroic intentions, such as Sebastian Shields, otherwise known as Casanova, and he has personally interfered with the House of Usher who has thrived in the shadow of the Doomforge, aiding the Raven in driving them from Freedom City and chasing them across the world. Traveling across the world with the Raven only earned Charlie more enemies as they continued their heroics abroad. If any of Charlie's enemies interfere in a situation to attack Stormcrow and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 14 + 6 + 10 = 56PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +15 (+15 Knowledge [Tactics]) Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -4 (w. Costume) SAVING THROWS 6 + 9 + 7 = 22PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+5 Dex, +9)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 148R = 37PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 10 (+15) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed, Skill Mastery Investigate 13 (+20)Skill Mastery Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 17 (+20)Skill Mastery Pilot 5 (+10) Search 8 (+15)Skill Mastery Sense Motive 16 (+19)Skill Mastery Sleight of Hand 5 (+10) Stealth 15 (+20)Hide in Plain Sight, Skill Mastery FEATS 49PP Acrobatic Bluff Attack Focus [Ranged] 8 Beginner's Luck Benefit 1 (Raven Family) Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls] Challenge (Fast Acrobatic Bluff) Dodge Focus 10 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades Leadership Luck 4 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth) Teamwork 3 Track Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 4 -> Luck 6 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 16 (80 EP) Equipment Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] Guardians HQ (Headquarters; Mansion in Bayview) [21EP] The Stormchaser (Vehicle; Motorcycle) [20EP] Guardians Jet (Vehicle; Jet) [32EP] POWERS 20 + 20 + 9 = 49 Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 5 [5DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP} (Descriptors: Crow's Claws, Piercing Damage Type, Thrown Weapon) AP: Damage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {17/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP} (Descriptors: Crow Drone, Remote Control, Spy Device) AP: Illusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (600 ft. area) {17/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Visual Distortion, Grenade, Smoke, Darkness, Flashbang, Illusionary Confusion, etc.) AP: Snare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Traps, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 10 (Flaws: Action [Full]; Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2) {17/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Prey, Various Tripwires, Bolas, Lines, etc.) Luck Control 2 (Force Rerolls, Spend HP For Others; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK NAME ACTION RANGE SAVE EFFECT ATTACK BONUS Unarmed Standard Touch DC19 Tou (staged) Damage +6 Crow’s Claws Standard 150 feet DC25 Tou (staged) Damage +14 Collapsible Staff Standard Touch: 5 ft. DC25 Tou (staged) Damage +14, Crit 18-20, Subtle, Takedown Attack 2 Crow’s Prey Standard 225 ft. DC20 Trip Resist (Worse bonus) Tripped +14, Crit 19-20, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological] Crow’s Traps Full 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +14, Crit 19-20, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological] Noisemaker Standard Perception, 600 ft. area DC22 Will Fail: Believe audio illusion Independent, Triggered 2 See No Evil Standard 90 ft. DC20 Ref DC20 Fort to recover Blinded +14, Crit 18-20, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological] Stun Staff Full Touch: 5 ft. DC20 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Totals: Abilities (56) + Combat (22) + Saving Throws (22) + Skills (37) + Feats (49) + Powers (49) - Drawbacks (0) = 235/239 Power Points
  5. Kord Dormitories, Second Floor Claremont Academy, Freedom City, New Jersey Monday, September 4, 2023 The start of the new school year was just a week away, and the activity on Claremont Academy had increased in anticipation. Today, students (and some parents) had descended on the school’s dormitories, getting students moved in ahead of the start of classes. The weather in Freedom City was still quit warm, pushing towards the 90’s, with the humidity making it seem even warmer. Lawrence Harrow exited the stairwell on the second floor of the dorms, a backpack over one shoulder and a large suitcase in tow. The blond sixteen year old’s parents had seen him off at home in North Bay and he had driven himself to campus. He was looking to get some of his things to his room and catch up with Baz so they could start meeting more of the classmates.
  6. Please enjoy this unsanctioned image gallery of characters appearing in the Movin In – Girls thread. Adult Eira 1 Adult Eira 2 La Puma Negra 1 La Puma Negra 2 La Puma Negra 3 Multi-Girl 1 Multi-Girl 2 Multi-Girl 3 Neko 1 Neko 2 Neko 3 Rot 1 Rot 2 Rot 3 Starshine 1 Starshine 2 Starshine 3 Teen Eira 1 Teen Eira 2 Teen Eira 3
  7. Spaceman Power Level: 13 Effective Power Level: 8 Powers Points: 180/193PP Unspent Power Points: 13PP Trade-Offs: -3 Defense / +3 Toughness In Brief: Young paragon with space manipulation powers, heavily Superman inspired. Theme: Million -- Divide Music Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom City Occupation: Student at Claremont Acadeny Affiliations: Claremont Academy, Powers Holdings Inc. Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings) Description: Age: 16 (DoB: 2007 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 200 lbs. Eyes: Light blue Hair: Blonde Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S". He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 2006, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the old Freedom Friends cartoon. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. In 2007, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. Eventually, he enrolled at Claremont Academy in an effort to master both his powers and learn to become a true hero. Personality & Motivation: Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, fast, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Complications: Chronic Hero Syndrome: Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times. Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Son, Brother, Hero: Parker has a lot of responsibilities to his family. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 8 = 24PP Strength: 10 (+0) / 26 (+8) w. Spatial Strength Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 32 (+11) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 16 + 4 = 20PP Initiative: +3 (+3 Dex) Attack: +8 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -5 (TOU 11/2) / -18 (TOU 3/2, -8 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +8 +10 +15 +28 BA +8 +8 CPD +24 +28 IMS +18 +8 +10 IR +23 +8 +15 IR+IMS +33 +8 +10 +15 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +11 (+1 Con, +10 Enhanced Con) Fortitude: +11 (+1 Con, +10 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 56R = 14PP Bluff 6 (+10) Diplomacy 11 (+15) Gather Information 6 (+10) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 3 (+6) Sense Motive 7 (+10) Survival 2 (+5) Feats: 11PP Benefit 2 (Wealth) Chokehold Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 2 Powers: 27 + 22 + 35 + 11 + 6 = 101PP Enhanced Physiology 5.4 (27PP Container) [27PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 20 [20PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {8 + 10 = 18/20} Impervious Toughness 8 [8PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 51.2 tons (base), 417 tons (Spatial Strength)) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 16 = 28/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 16 [16PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 8 (Extras: Range [Ranged]; Feats: Subtle 2) {26/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 8 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {26/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC23 Tou (staged) Damage +8, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC23 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC18 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +8, Subtle 2 Unending Prison 100 ft. DC18 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +8, Subtle 2 Totals: Abilities (24) + Combat (20) + Saving Throws (10) + Skills (14) + Feats (11) + Powers (101) - Drawbacks (0) = 180/193 Power Points
  8. Freedom Eagle ∞ Power Level: 12 Effective Power Level: 8 Power Points: 180/200PP Unspent Power Points: 20 Trade-Offs: Defense +2 / Toughness -2. No offensive trade-offs. In Brief: Future Freedom Eagle stranded in the present. Theme: Next In Line - Divide Music Alternate Identity: James Gabriel Guthrie Birthplace: Freedom City, Earth-∞ Residence: Claremont Academy Dorms Base of Operations: Freedom City, Earth-Prime Occupation: Adventurer, Student Affiliations: Claremont Academy Family: Samuel Guthrie (Father), Taylor Guthrie (Mother) DESCRIPTION Age: 16 as of 2021 (DoB: Year XXXX [March 5th]) Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 155 lbs. Eyes: Teal Hair: Black James is a slim teenager with long black hair that is usually tied into a ponytail. He is rather average looking, neither a pretty boy or ugly, though his eyes have an almost unnatural teal color. James generally dresses in red, white and/or blue clothing. The Bird of Prey is fused to James' spine. It appears as a silvery-white colored metallic plate in the vague shape of a stylized eagle. While it is visible if James goes topless, it can easily be hidden under his clothes and do not affect metal detectors or the like. The Freedom Eagle armor appears from the Bird of Prey, almost instantly growing to cover James' body. True to his namesake, the armor is stylized as highly patriotic, cast in red, blue, white and gold. While the armor is morphic, changing appearance to match James' current needs and weapons, the base suit is an almost silvery white, with a thick blue line running from his chest and down his stomach and to his inner thighs. The blue line is bordered by smaller red lines. A small white and gold buckle in a shape of a stylized upside down A breaks the blue line at the waist. He wears heavy golden boots with a red center that stretch from his knees to his ankles. The armor is blue from the elbow to the fingers, with the fingers retaining the silvery white. The armor's shoulders and neck is the same blue with red trim as the line on the chest. James' head is covered by a dark blue cowl with a golden face plate that shows glowing teal eyes and a mouth, reacting and changing with his expressions. The armor's chest plate is an intricate design, with dark red trim running over James' shoulders with golden armor underneath. The lower plate is in a triangle shape, with a round shape on James' left chest. On his right, the armor is blue with a succession of silvery white stars spread over his shoulder to his back. On the back, the armor connects to the visible Bird of Prey. When James activates the wings, they stretch out from the Bird of Prey, a silver white frame with golden wings. Due to HISTORY The future. They call it Earth-∞. To James Gabriel Guthrie, it was home. Impossibly advanced by our standards, space travel is common place, humanity have stretched across the stars, becoming a dominant super power, an empire to rival the Lor and the other mighty empires of their day. Protected by the Freedom Legion and their various offshoots, the futuristic descendants of today's heroes keep the universe safe from danger! James is the latest in a long line of Freedom Eagle, the Freedom Eagle ∞. The Bird of Prey, once the armor worn by the original Freedom Eagle, was continuously upgraded by his successors, until it finally achieved sentience. Now, it exists in the form of a small bird shaped amulet, which bonds with its chosen host to empower them as Freedom Eagle. As a new member of the Freedom Legion Y, James has already served with distinction, battling such menaces as the ÜberBeings, the Superior Dynasty and the Alien-Gator Swarm. During his latest battle against a member of the Alien-Gator Swarm, James attempted to stop them from breaching the defenses of the Chrono-Dimensional Institute. Something went wrong during the battle, and James and the Alien-Gator were thrown through time and space, emerging in the sky above Freedom City in the year 2021, with several members of the Claremont Academy ending up involved in the battle. As a super powered youngster from a future, where else would James go but the Claremont Academy to learn about this world that might just be his past? PERSONALITY & MOTIVATION Despite what one would expect from a future super hero that's fought several grand foes before being thrown into the past, James has severe confidence issues. He isn't sure he got what it takes to live up to the Freedom Eagle legacy, he is nervous and second guesses himself, and he is really not that great in a fight on his own. Still, he tries, and while he might not be the first to throw himself into a fight and might even seem like he is somewhat cowardly at times, he is at least a cowardly lion, ultimately willing to stand up for what's right. James seems rather unsure of the current time and how unfamiliar it is to his own world. The Bird of Prey is very unlike James. It is pragmatic and violent, relishing in battles and driving James to participate, whether he wants to or not. There's no kill like overkill to the Bird of Prey, and it will often deploy increasingly powerful weapons and threats against its foes. Despite the Bird of Prey often claiming it could easily find a new host, it is protective of James, doing its best to keep him from being hurt. Often by destroying its foes with overwhelming power. James' relationship with the Bird of Prey is difficult. On one hand, the alien artifact is incredibly possessive of James, refering to him as its host, and it has been known to take over James' body in the heat of battle, much to to his horror. On the other hand, James knows that the Bird of Prey protects him and he feels a strange kinship with the alien A.I. POWERS & TACTICS Flight and firepower are the name of the game. While not exclusively so, James tends to stay airborne and mobile during fights, making himself a moving target and either moving in for quick hit and run strikes or staying away from his targets. POWER DESCRIPTIONS All of James' powers as the Freedom Eagle comes from the mysterious alien artifact that refers to itself as the Bird of Prey. The Bird of Prey is a silvery-white metallic plate in the shape of a stylized eagle that is fused to James' spine at the top of his shoulders. The Bird of Prey is a sentient alien A.I. that is capable of communicating with James or even taking control of his body. The Bird of Prey is powered by seemingly limitless cosmic energy contained within its core. The Bird of Prey contain vast knowledge in several fields, which it some times decides to share with James. The Bird of Prey keeps James' thoughts secret from all prying eyes and minds. It is the only one that should have access to his thoughts. The Bird of Prey can cover its host in a red, white, blue and gold armor, able to change the actual design on the fly, morphing it into different weapons or shapes. It allows the host to fly through a mix of gravity manipulation, jet propulsion and giant golden wings. The wings are strong enough to be used to slash at foes, with cosmic energies surging through them to reduce a target's defenses, or be used to defend against attacks. The suit contains a number of communication systems, including radio and directly linking with computers. The armor is loaded with a veritable arsenal of weapons. Enhanced musculature strenghens the hosts body, gravimetric manipulation allows the host to simulate telekinetic abilities or create a constraining sphere of localized gravity to keep a target trapped. Aside from that, the suit contains a wide variety of both potentially lethal and non-lethal weapons, such as electric shocks, blasts of cosmic energies, gravity blasts, missiles, grenades and much more. The suit is able to morph between different shapes and grow different features and technologies to adjust to the current situation. COMPLICATIONS Alien Weapon: While from the future, the Bird of Prey seem to have existed for a long time, and even in the present, James seem to be attracting everything from bad attitude from aliens to alien bounty hunters looking to score a high grade weapon for themselves. A GM can award Freedom Eagle a Hero Point if aliens or others recognize the Bird of Prey, making interactions more difficult due to their distrust of the weapon, or making situations turn hostile as they try to take it from James. Assuming Direct Control: The Bird of Prey can assume full control of James' body. While James can resist, it is generally a losing battle, and the much more violent Bird of Prety will eventually take control, with a tendency to escalate any conflict. A GM can award Freedom Eagle a Hero Point by having the Bird of Prey take over. This can either lead to James being dazed for a round as he struggles against the Bird of Prey's control, or for the Bird of Prey to somehow, often violently, escalating a situation. Don't Lose Your Nerve: James' is really not sure about being the newest Freedom Eagle of Earth-∞, not helped at all by being thrown into the past. He is nervous and prone to making mistakes. A GM can, if the situation calls for it, make James second guess himself, freeze up or otherwise hinder events by his reluctance to fight, in turn awarding him a Hero Point. Foes of Freedom: The first Freedom Eagle might have hung up his wings a long time ago, but his legacy still lives on. Any particularly long-lived or continued enemies of the first Freedom Eagle or the Liberty League might seek out the new Freedom Eagle as an ersatz enemy, to take revenge by proxy. Aside from that, James' arrival in 2021 brought along a future Alien-Gator that seem to have a personal vendetta against James. A GM can award Freedom Eagle a Hero Point by having enemies of the Freedom Eagle legacy or any of James' new enemies, like the future Alien-Gator, arrive to complicate a situation. Overkill: The Bird of Prey tends to be rather fond of overkill. Using weapons meant to kill while James would rather knock out or, at most, bruise. Some times it will switch out weapons from the ones that James wanted to use, forcing him force his shot in a different direction at the last minute, turning a hit into a miss. A GM can award Freedom Eagle a Hero Point by making the Bird of Prey switch to lethal weapons at the last minute, forcing Freedom Eagle to miss his attack or deal lethal damage. President Eagle: As of early 2021, the American president is Michael O'Connor, Jr., secretly the son of the original Freedom Eagle. It is only a matter of time until he learns about the new Freedom Eagle, and only time will tell how he reacts, if at all. As President O'Connor is unlikely to interfere directly with the Freedom Eagle during threads, this complication exists more as a potential plot seed. ABILITIES 0 + 4 + 4 + 6 + 6 + 2 = 22PP Strength: 10 (+0) / 26 (+8) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT 16 + 8 = 24PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +8 (+8 Base Attack) / +21 (+8 Base Attack, +8 Strength, +5 Super-Strength) / +22 (+8 Base Attack, +14 Move Object) Knockback: -3 (TOU/2) SAVING THROWS 4 + 6 + 7 = 17PP Toughness: +6 (+2 Con, +4 Other) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+3 Wis, +7) SKILLS 48R = 12PP Bluff 9 (+10) Craft [Mechanical] 2 (+5) Disable Device 7 (+10) Knowledge [Technology] 2 (+5) / (+13)Enh. Skill Language 1 [Native: English; Learned: Spanish] Medicine 2 (+5) Notice 12 (+15) Search 7 (+10) Sense Motive 2 (+5) Survival 4 (+5) Enhanced Skills Computers 8 (+11) Knowledge [Cosmology] 8 (+11) Knowledge [Galactic Lore] 8 (+11) Knowledge [Physical Sciences] 8 (+11) FEATS 14PP Accurate Attack Dodge Focus 6 Improved Initiative 1 Luck 2 Move-By Action Power Attack Precise Shot 2 POWERS 7 + 10 + 2 + 11 + 33 + 5 + 1 + 4 + 2 + 16 = 91 All powers have the Technology descriptor, unless otherwise noted. Communications Array 3 (6PP Array; Feats: Alternate Power 1) [7PP] (Descriptors: Communication Suite) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6PP] AP: Datalink 5 (Radio; 5 miles; Feats: Subtle) [6PP] Enhanced Skill 10 (Computers +8, Knowledge [Cosmology] +8, Knowledge [Galactic Lore] +8, Knowledge [Physical Sciences] +8, Knowledge [Technology] +8) [10PP] (Descriptors: Knowledge Database) Features 2 (Built-in Subtle Computer) [2PP] (Descriptors: Suit A.I.) Flight 5 (Feats: Moving Feint) (250 MPH, 2500 ft./rnd.) [11PP] (Descriptors: Wings of Freedom, Gravity, Jetpack, Wings) Future Freedom Array 14 (28PP Array; Feats: Alternate Power 5) [33PP] BP: {16 + 12 = 28/28} (Descriptors: Enhanced Musculature) Enhanced Strength 16 (to 26) [16PP] Super-Strength 5 (Effective STR 51, Hvy Load 14.7 tons; Feats: Groundstrike, Thunderclap) [12PP] AP: Blast 8 (Extras: Autofire; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Rapid Fire Weapon Systems, Examle Descriptors: Cosmic Energy Blasts, Gravity Blasts, Heat Rays, Lasers, Missiles, Projectiles) AP: {20 + 8 = 28/28} (Descriptors: Wing Slash, Cosmic, Slashing Damage Type, Wings) Damage 8 (Extras: Linked [Drain Toughness 8], Penetrating 6; Feats: Extended Reach 2 [10 ft.], Improved Critical 2, Takedown Attack 2) [20PP] Drain Toughness 8 (Extras: Linked [Damage 8]) [8PP] AP: Move Object 14 {28/28} (Effective STR 70, Heavy load: 204.8 tons) (Descriptors: Gravimetric Manipulation, Gravity) AP: Snare 8 (Extras: Regenerating; Feats: Improved Criticial 2, Reversible, Tether) {28/28} (Descriptors: Gravimetric Snare, Gravity) AP: Stun 8 (Extras: Range [Ranged]; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Non-Lethal Weapon Systems, Examle Descriptors: Electric Shocks, Gravity Blasts, Nerve Agent Darts) Immunity 5 (Mind Reading Effects) [5PP] (Descriptors: Mind Shield) Morph 1 (Armor Appearance [1PP/rank]) [1PP] (Descriptors: Morphic Armor) Protection 4 [4PP] (Descriptors: Freedom Armor) Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Gravity Buffer) Variable Power 2 (10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [16PP] (Descriptors: Armor Reconfiguration) Example powers DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Enhanced Musculature Touch DC23 Tou (staged) Damage +8 Adjustable Rapid Fire Weapon Systems 80 ft. DC23 Tou (staged) Damage +8, Autofire, Crit 18-20, Variable Descriptor 2 Gravimetric Manipulation - Thrown Objects 120 ft. DC23 Tou (staged) Damage +8 Gravimetric Snare 80 ft. DC18 Reflex (staged) Fail: Entangled >5: Bound and Helpless +8, Regenerating, Crit 18-20, Reversible, Tether Adjustable Non-Lethal Weapon Systems 80 ft. DC18 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20, Variable Descriptor 2 Wing Slash Touch, 10 ft. DC18 Fort (staged) DC23 TOU (staged) Drain TOU Damage +8, Penetrating 6 on Damage, Crit 18-20, Takedown Attack 2 Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (12) + Feats (14) + Powers (91) - Drawbacks (0) = 180/200 Power Points MAJOR STORY SPOILERS IN THE SPOILER BELOW. MUCH OF FREEDOM EAGLE'S EARLY STORYLINES WILL BE SPOILED IF YOU READ IT.
  9. Thevshi

    Timeout

    Timeout Power Level: PL 8 (199/205PP) Trade-Offs: -1 Tough/+1 Def Unspent Power Points: 6 In Brief: Son of a world famous superheroine who was born with a cosmic destiny Alternate Identity: Lawrence Harrow Birthplace: The Null Time Residence: North Bay, Freedom City, Claremont Academy during the school year Base of Operations: Claremont Academy during the school year Occupation: Student Affiliation: Claremont Academy Family: Megan Howell-Harrow (Velocity, mother); Lord Robert Harrow (father); Lulu Beaumont (Crystal Gaze, foster sister) Description: Age: Age: 16 (was 6 years old when brought to this timeline in 2013) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5’ 10” Weight: 152 lbs Eyes: Blue Hair: Blond Lawrence has recently begun to grow out of a tall and lanky stage and has started developing a lean, athletic build. With short blond hair, the teen has fine handsome features similar to his father’s. His bright blue eyes, which seem almost to burst with energy, are the very image of his mother’s. Generally, Lawrence dresses in rather casual fashion, although typically of higher end quality and the occasional designer label. For the time being, Lawrence uses a standard Claremont uniform as a costume. History: The meeting of Lawrence’s parents seemed all but inevitable. Indeed, across multiple timelines, alternate versions of his parents came together, fell in love and married. In one such timeline, the couple had a son, one born with the ability to control the very flow of time. As that child reached adulthood, his vast powers drove him insane and he destroyed that very timeline, moving beyond it into the multiverse beyond. There, that son grew in power, as other version of himself came into existence in other timelines, each seeming to add to the first’s power. Now known as Collapse, the son of Megan Howell and Robert Harrow continued destroying timelines, merging them together as he grew in power. Collapse also began seeking to have additional versions of himself born in more and more timelines, each adding to his already vast power. On Earth Prime, Megan Howell gained superpowers in her early teens and became the superheroine Velocity, eventually joining the ranks of the Freedom League just as she finished high school. While studying for a year in college in England, Megan met Robert Harrow, a member of the British aristocracy, the two quickly beginning a relationship. However, due to Megan’s double life as Velocity, that relationship soon came to an end and Megan returned back to the United States to finish college. However, due to the machinations of Collapse, by way of a powerful device called the Stopwatch that he had sent through time, Megan and Robert were soon brought back together to rekindle their relationship. But even as the two reconnected, a group of temporal refugees, survivors of the many timelines destroyed by Collapse, appeared to try to keep the pair apart and prevent the birth of another version of Collapse. Operating from a Null Time outside the timeline, this group was led by an older Robert Harrow who was the original Collapse’s father and had survived the destruction of their timeline. After several encounters with this group, Megan and Robert eventually ended up in the Null Time when the older Robert Harrow began a project to create a version of Collapse from the DNA of Prime Megan and Robert and born in the Null Time. The hope was to create a version of Collapse that was disconnected from the other, and might someday be able to stop Collapse and end his destruction of timelines. Thus was Lawrence born in the Null Time, with Prime Megan and Robert taking him as their son. From a very young age, Lawrence began demonstrating the ability to effect the flow of time. The new family spent the first six years of Lawrence’s life in the Null Time, outside the normal flow of time. The family then returned to Prime Earth, returning only a day after Megan and Robert had initially been taken to the Null Time. With Megan’s connections through the Freedom League and Robert’s status as an English lord, they were able to create a full identify for Lawrence as they settled into their new life. Lawrence parents chose to make Freedom City their primary residence, allowing them to be close to Megan’s allies on the Freedom League and among other members of the superheroing community centered around the city. Attending the Nicholson School, Lawrence’s parents tried to allow him to live as normal a life as possible. But over the years, Lawrence has drawn the attention of numerous cosmic beings that appear aware of his possible connection to Collapse, and the possibility that Lawrence might be able to counter Collapse. This has led to a number of incidents over the years, including being transported to CoVic Station along with two Claremont teens that were babysitting him and a jaunt through time thanks to Quirk alongside his foster sister and her boyfriend from Claremont. Now Lawrence has begun his time at Claremont Academy, to start to step out of the shadow of his mother’s legacy and move forward with whatever his destiny may be. Personality & Motivation: Lawrence has inherited (or learned) many of the traits of his parents, presenting himself in a casual, confident manner. Like his mother, Lawrence has a strong work ethic and desire to help others. He also has his father’s sharp, analytical mind and scientific curiosity. However, Lawrence is also fully aware of the looming threat of Collapse and the likelihood he will someday have to face that threat. Powers & Tactics: Lawrence’s powers allow him to control the flow of time at both a small and large scale. This ability allows him to appear to move at superhuman speed (although at a rate far slower than his mother’s superspeed) and to avoid attacks by seemingly stepping aside at the last moment. Using his powers at a larger scale, Lawrence can freeze opponents in time, accelerate the healing of others and even stop time completely in a large area. He has also begun to learn how to move between timelines or go forward and backward within a timestream. Complications: Alpha and Omega: Lawrence is believed to be the counter to Collapse, at some point the two may face each other, and who knows what will happen then. Cosmic Notice: Lawrence’s position as the possible counter to Collapse has attracted the attention of several cosmic entities from Quirk to others. Abilities 4 + 6 + 6 + 10 + 8 + 8 = 42 Strength: 14 (+2) Dexterity: 16(+3) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 6 + 6 = 12 PP Initiative: +5/+17 Attack: +3 BAB, +4 Ranged; +6 w/ Time Freeze and Time Sedation Defense: +3/+6 BDB, +9 total/ +3 flat footed Grapple: +5 Knockback: -1/-3 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +3/+7 Fortitude: +6 (+3 Con, 3 base) Reflex: +5/+10 (+3 Dex, 2/7 base) Will: +8 (+4 Wis, 4 base) Skills: 48R = 12PP Acrobatics 4 (+7) Bluff 6 (+10/ +14 w/Attractive) Diplomacy 4 (+8/+12 w/Attractive) Kn: Cosmology 6 (+10) Kn: History 6 (+10) Kn: Physical Science 7 (+12) Kn: Technology 8 (+13) Lang: Gal Standard Medicine 2 (+6) Notice 4 (+8) Feats: 12 Attack Focus: Ranged Attractive Benefit 2 (Wealth; Member of British Aristocracy) Dodge Focus 2 Luck 3 Speed of Thought Powers: 49 + 1 + 1 + 63 = 114 PP Container 9.8 (Temporal Control) [49 PP] Concealment 10 ("temporal displacement"; all senses; Flaw: Miss Chance Only) {10 PP} Enhanced Basic Defense Bonus 3 {6 PP} Enhanced Feats: Dodge Focus (up to 3 ranks); Evasion 2; Move-by-Action; Elusive Target; Seize Initiative {6 PP} Enhanced Feat: Improved Initiative 3 {3 PP} Enhanced Save: Reflex +5 {5 PP} Personal Time Displacement Array 7 (14 points; PF: Alternate Power) {15 PP} BE: Speed 7 {7 PP} & Quickness 6 {7 PP} {7+7=14/14} AP: Teleport 4 (Extras: Accurate; Flaw: Short-Range; Feats: Change Direction; Change Velocity; Turnabout: Progression 3 [1,000 lbs]) {14/14} Protection 4 {4 PP} Feature: Temporal Inertia {1 PP} Super Senses 1 (Time Sense) {1 PP} Time Control Array 29 (58 PP Array; 5 Alt Powers) [63 PP] Base: Time Stop 8 (30-ft up to 150-ft Area; Feats: Progression 2 (x5 Area)) {58/58} Alt: Time Freeze (Paralyze 10) (Extras: 50-ft up to 250-ft.Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 2 (x5 Area)) {48/58} Alt: Time Sedation (Stun 10) (Extras: 50-ft up to 250-ft Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 2 (x5 Area)) {48/58} Alt: Healing 10 (Extras: 50-ft up to 250-ft Area Burst, Selective, Action (Standard); Feats: Stabilize, Persistent, Progression 2 (x5 Area)) {54/58} Alt: Super Movement 6 (Temporal Movement 3 (Progression 5 (5000 lbs capacity); Dimensional Movement 3 (Progression 5 (5000 lbs capacity)); Super-Sense 21: Cosmic Awareness (Mental Sense (Very Common), Accurate; Acute; Analytical; Radius; Extended 3 (x1,000); Counters Concealment (2); Counters Illusion (2); Counters Obscure (5); Penetrates Concealment (4)) {43/58} Alt: Teleport 10 (Extras: Accurate; Portal (+2): Flaws: Long-Range; Feats: Easy; Progression 2 (portal up to 25x25 feet)) {43/58} Totals Abilities (42) + Combat (12) + Saving Throws (9) + Skills (12) + Feats (10) + Powers (114) = 199/200 PP
  10. So I am looking at two threads, a social one centered around a character's interest, like activity, sport, hobby. Whatever. And another action-y one at the Mall. Please sign up, space is limited.
  11. Fall 2022 Ethics 102 Mr. Hawke had given the big class their instructions. Break into groups, go down the list of 'real world' superheroic ethical questions, and discuss what they thought was the right solution. When everyone had finished, they would write down their solution on paper, then look at what the actual heroes (or villains) had done in their place. Matching their solution wasn't necessarily the key to a good grade, but it was good to know why your solution differed. Neko had managed to pair off with Leon and gave him a soft smile as they listened to Holly Cline, with the poise and slight melodrama of a born showbiz kid, read the prompt. "You have subdued a notorious supervillain when she tells you that if you don't free her, she will send her agents from prison to attack your loved ones. She names enough details that you can tell she isn't bluffing." Holly laughed a little. "Good luck versus my loved ones!" Everyone knew about the exceptionally pretty brunette's Hollywood parents, the villain-turned-heroes Fast-Forward and Hologram. "But, honestly, you find out how she got this information and make sure she can't use it. I'd just go rooting around in her head until I found it. But not everyone can do that, so we need more..." she added, trailing off. Neko looked hopefully at Leon, or maybe one of the other students, her hands folded neatly before her, not trusting herself to speak, only her twitching tail showing her nerves. - Over in his own group, Owain didn't need to think before he spoke after reading their prompt. "A grim foe indeed! I would recommend she be placed in the darkest dungeon one might find, and increase my watchfulness around those I love.
  12. Claremont Academy ~9 am, 1st August 2022 Being one of the premium schools for superhero teens in America, if not the world, Claremont had one of the most impressive computer system money and tech heroes could provide. But it wasn’t perfect and today of all day the system had mysteriously crashed, rumours were currently running amok with no theory quite winning out yet. That didn’t help for the students, new and old that had turned up to settle into their new (or old) dorm rooms. With no records available right now two poor interns had been roped in to do an ad-hoc organization of room for now. Smartly they’d also roped in a few of the older students to help guide the new students to what rooms worked for now. Tomorrow things might change, but for now, a general make-do method was doing the rounds of those directing students around.
  13. TheAbsurdist

    Jotunn

    Jotünn Power Level: 8 (on PL 12 Points, 194/197) Unspent Power Points: 3 Trade-Offs: None. In Brief: Progeny of an ice bound villain. Catchphrase: “Chill’s coming.” Theme: “Miami Showdown,” Digitalism Alternate Identity: Jonah Janse Birthplace: Delft, Netherlands Residence: Claremont School, Freedom City, New Jersey; formerly Denver, Colorado. Base of Operations: Claremont Occupation: Student, Adventurer Affiliations: Claremont, Dutch and US citizen. Family: Mother – Tess Hoffman, Father – Glacier, no real contact with Maternal family due to strained Description: DoB: January 1st, 2006 Apparent Age: Teens Gender: Male Ethnicity: Caucasian Height: 6’6 Weight: 209 Eyes: Dark blue. Hair: White, formerly brown. Jonah had a recent growth spurt, stretching his body towards the lean and rangy, though not very large , in the process his skin had turned paler with a blue cast to it. His hair now frost white. He has sharp features, though still soft from his age as he is filling out after the growth spurt. He prefers to wear a hoodie with battle patches, and wears a mask over his lower face. Normally has sharp features since he changed, though has the ability change his face to his prior human feature, though he is still built like an amateur rock climber, and the growth spurt has him stretched thing. History: Jonah is the son of the villain Glacier, his mother being a former cohort who had gotten involved, but left the ‘scene’ once she got pregnant. He is aware of his past, and his father, and had shown no outward signs of any of Glacier’s abilities until an accident where during January 2022, the vehicle he was in lost control and plunged into an icy lake. This triggered his abilities, and his growth spurt, but allowed him to save the other people in the car. While there was some struggling with the fact of what was happening, he hadn’t really wanted his father’s abilities, he also didn’t have a plan. Given the lack of abilities by his mother, the move to Claremont made sense, though she did come along as well, and is local to him. While not possessed of any Scandinavian heritage, he found it fit him the most given his new size. He is Jewish, though it is not something he’s really engaged with. Personality & Motivation: An affable guy, he is a jock who favored rock climbing and wintersports, so he loved living in Colorado. Though played as many sports as possible He definitely views his powers as ‘cool,’ but worries a little about hurting others with them, as he feels the best person to teach him is not someone he has interest in learning from. Powers & Tactics: Realistically he is making this up as he goes along, and is still learning what he can do. He’d prefer not to get up toe to toe in a fight, but he is big enough that it’s probably going to happen. His powers are not generally subtle though has most enhancements that allow him a great bit of lattitude His Fimbulvetr power allows him to manifest a veritable hale storm of icy objects to throw at someone, to blast them with an intense cold that can hamper them, or just simply free objects sufficiently to make them brittle or break. The Arctic form expresses his powers through his body, and he can channel it out to enhance his strength even further, which results in cold bleeding off of him, chilling the area around him. His mist form is is such that the chill of him generates more mist. Power Descriptions: He possesses an inherited, magical based ability to manipulate cold and ice. It does, admittedly, seem to not be limited to there being ambient water, as he is drawing on a primeval cold. He also seems to be able to channel his powers through his body and make changes to himself. Complications: Secret ID: The public doesn’t know who he really is. I hate that song: He is blue, and while he can hide it, he is still self conscious about it. Just Vibes, man: He is easy going, and despite his intimidating appearance, would prefer not to fight. Power Level: 8 (180 PP) Abilities: 10 + 8 + 10 + 4 + 8 + 4 = 44 PP Strength 20 (+5) / 28 (+8) Dexterity 18 (+4) Constitution 20 (+5) Intelligence 14 (+2) Wisdom 18 (+4) Charisma 14 (+2) Combat: 8 + 8 = 16 PP Attack: +8 (+4 Base, +8 unarmed, +8 with Fimbulvetr) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Initiative: +8 (Dex +4, Improved Initiative +4) Grapple: +9/+12/+13 (+4 Base Attack, +5/+8 Strength, +0/+1 Super-Strength) Knockback: -4/-2 Saving Throws: 1 + 2 + 2 = 5 PP Toughness: +8/+5 (+5 CON, +3 Protection) Fortitude: +6 (+5 CON, +1) Reflex: +6 (+4 DEX, +2) Will: +6 (+4 WIS, +2) Skills: 72r = 18 PP Acrobatics 8 (+12) (SM) Climb 12 (+17/+20 w/ Enhanced Strength) (SM) Diplomacy 4 (+8) Intimidate 4 (+6) Investigate 4 (+8) Knowledge (Arcane Lore) 3 (+5) Knowledge (Physical Science) 3 (+5) Knowledge (Pop Culture) 4 (+6) Languages 2 (Dutch, German, English [Base]) Notice 8 (+12) (SM) Sense Motive 2 (+6) Stealth 6 (+12) (SM) Survival 4 (+8) Swim 2 (+7/+10 w/ Enhanced Strength) Feats: 14 PP Attack Focus (Unarmed) 2 Challenge: Accelerated Climb 2 Dodge Focus 2 Improved Initiative Luck 2 Skill Mastery: Acrobatics, Climbing, Notice, Stealth Stunning Attack Takedown Attack Ultimate Effort: Climbing Uncanny Dodge (Auditory) Powers: 51 + 46 = 97 PP *All powers carry Magic and Primeval. Ice Magics 10.4 (Container) [51 PP] Fimbulvetr 24 (Array, all Cold Descriptor; PFs: Alternate Powers 1, Accurate 2) {51PP} BE: Damage 8 (Cold; 800’ ft range; Extras: Alternate Save Fort.[+1], Ranged) {24} + Paralyze 8 (800ft; Extras: Alternate Save Fort.[+0], Ranged) {24} {24 + 24 = 48/49} ‘Sapping Cold’ AP: Drain TOU 8 (Cold; 800’ ft range; Extras: Affects Objects, Ranged; Flaws: Limited to Objects) {16} + Damage 8 (800’ ft range; Extras: Ranged; Flaws: Limited to Objects) {8} {16 + 8 = 24/48} ‘cold snap’ Primeval Potency (Container) [46 PP] Artic Form 12 (Array, PFs: Alternate Power 1) {25 PP} BE: Flight 2 (25 MPH/250’ round) {4} + Insubstantial 2 (Icy mist form; Cold; PFs: Selective){11} + Obscure 3 (Cold, Weather; 25 ft’ diameter, All Visual; Extras: Action [+1, Move], Area [+1, cloud]; Flaw: Range [-1, touch]) {9} {4 + 11 + 9 = 24/24} ‘icy fog form’ AP: Super Strength 2 (+10 Strength, STR 38, Heavy Load: 3,000 pounds; PFs: Bracing, Countering Punch, Groundstrike, Shockwave, Super-Breath, Thunderclap {8} + Environmental Control 4 (Intense Cold, 50ft. Radius; Extras: Aura [+1], Independent [+0], PFs: Slow Fade [1 Minute]) {13} {10+13 = 23/24} ‘Boreal Might’ Enhanced Strength 6 (Prowess, to STR 28/+9) {6PP} Immunity 11 (Cold, Immunity to Cold descriptor, environmental heat) {11 PP} Protection 3 (Prowess) {3PP} Morph 2 (Transformation, changes to look normal human, +10 Disguise; Drawback: Negated when Fimbulvetr or Arctic Form are used) {1 PP} TOTALS Abilities 44 + Combat 16 + Saving Throws 5 + Skill 18 + Feats 14 + Powers 97 = 194/197 PP
  14. Claremont Academy Grounds, Bayview Area, Freedom City Sunday, January 7th, 2021, 12:43pm La Puma Negra, otherwise known as Carmen on campus, didn't feel like going to church today, instead having spent the day lounging on a low branch that was part of a tree between the Athletic Field and the rest of the campus. It was a colder day, being mid-winter as it was, with snow melting in some shaded corners from a few days before. Even with these conditions she didn't wear a jacket, the feline young hero was warm enough with the black fur that covered her body, her regular uniform just enough just enough to provide her warmth beyond what her body gave. Here in the tree, it was just dry enough for her, and high to where she felt comfortable from the vantage point. The feline young woman had not felt well, a textbook resting on her stomach. She wanted to rest but couldn't, something bothering the back of her mind, but she couldn't put a pin on it, every time feeling she was catching up to it before the thought swam away deeper in the back of her mind. Carmen thought that it could be her test scores, but even being somewhat uninterestingly average, she was still passing comfortably. At the least not drawing the ire of counselors or teachers for them. With those thoughts, she simply lounged above in relative peace for the time being.
  15. November 3, 2021. Claremont Academy. Midday. David Sloane Library. Terrifica Terrifica had never actually been inside of Claremont Academy. Strange, yes? Considering her endlessly curious and suspicious nature? But indeed, she had not. Until today. But the Raven-the new one, not the woman; she was retired-had contacted her and asked for a small favor. Well, not in such words. The former Nevermore (who she’d worked with before) said that there was only but so much he could teach the second to bear the name. Terrifica, for her part, agreed. And not out of any ego on her part, surprisingly. The current Raven was a more than competent detective, but he was a fighter first. While Terrifica could, of course, fight and fight well; she was a thinker first. It made perfect sense to have someone with the opposite style mentor the young man. And so here she was, in the library waiting for Nevermore II. She was, naturally, in full costume. When he entered he’d find her seated, reading an old novel rather rapidly for someone who didn’t publically claim to have superpowers.
  16. November 3, 2021. Claremont Academy. Diana Falk Cafeteria. Queenie Maybelle McQueen had not been assigned a specific student for Mentorship Day. She’d signed up, that much was true. But in a reversal of how things normally worked, there were too many heroes for the job. Instead, the Headmistress had asked if Queenie could cater the event instead, and she was more than happy to. So here she was in the cafeteria. The equipment was…adequate, but all in all Maybelle was very happy she’d premade what she could. Word quickly got out that the food in the cafeteria was really good today, and soon the entire student body was finding an excuse to swing through. Not all at once, naturally, but enough to keep the ring slinging chef busy as a bee.
  17. Patrioteen Power Level: 8 (150/167PP) Unspent Power Points: 17 Trade-Offs: +/-0 (Compact Shield), +4 Toughness/-4 Defense (Heavy Shield), +4 Defense/-4 Toughness (Gun Barrel Shield) In Brief: A young man finds himself an unplanned hero after bonding with a device the US Government reverse-engineered from alien technology. An uneasy inheritor to a legacy he’s still struggling to understand. Catchphrase: “Let’s get fired up!” Theme: Alternate Identity: Sharaf el-Jalil (Secret) Birthplace: Freedom City, New Jersey, United States of America Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy, Freedom City Occupation: Student, Patriotic Hero Affiliations: Claremont Academy, Patriot Initiative Family: Ramzi el-Jalil (Father); Munisa el-Jalil (Mother), Dovron el-Jalil (Younger Brother), Zamira el-Jalil (Younger Sister) Description: Age: 16 (DoB: July 4, 2005) Gender: Male (Cis); He/Him/His Ethnicity: Arabic (Socotran) Height: 5’10” Weight: 155 lbs Eyes: Brown Hair: Black Sharaf is a teenager who is visibly still growing into his frame. Thanks to the enhancements from the nanites provided by his bonded gear, he is more muscular and solidly built than most young men his age, but his overall build favors speed and flexibility over raw power. His skin is the same dusky tan of his parents and ancestors, while his eyes have a bit of earth tone to them. His hair is typically messy, mostly a consequence of how his costume manifests around him, combined with rapid movement through the air; he has bemoaned how difficult it would be to “work” with a head of hair to match his father, who some have opined could do shampoo commercials (he’s a writer for one of the local news stations). What he does have, he often styles into a modest pompadour, though if he has to “suit up” it sometimes ends up “ruined” if he’s particularly active. He has tried growing a mustache and/or beard a few times, and it’s never quite to his satisfaction; for now he stays clean-shaven in his day to day. When not in his “uniform”, Sharaf tends to wear jeans or casual slacks, favoring more traditional cuts over cargo-style or carpenter-style pants. For shirts, he often goes with various colors and cuts of short-sleeved button-ups, over a plain white t-shirt, with the first couple of buttons undone to make it clear just how good his physical condition is. He prefers sneakers to dress shoes. He never wears a hat, and only wears a hood if it’s very wet or very cold; he cites his hair as being a key reason why. As Patrioteen, his outfit is rather more noticeable and elaborate. The base color is a rathe bright blue, almost the same shade as the American flag. His legs, down the middle of his mid and lower torso, across his upper torso and shoulders, and down the outside of his arms is solid blue. The outer portions of his lower torso and the insides of his arms are white. His blue mask leaves his hair open to the air (for good and for ill), as well as leaving his chin, mouth, and nose uncovered, allowing him to present a friendly face. The baseline suit looks like a thick cloth of some sort, fitting much like spandex but not giving the impression of being as thin. The center of the chest has a white outline of a single star, with two parallel lines extending from the lower four points of the star and wrapping all around his upper torso and shoulders to the back. The lenses over his eyes are typically silvery in color, but they can lighten to almost full transparency, making it easier to reassure people. His boots, which extend most of the way up his calves, are thicker and more technological-looking, and are primarily red with a thick white stripe going across the front at a steep angle. The soles have vents in them to allow his fire to be channeled out, as well as a vent on each side of the calf and at the back. The material has the appearance of layered and segmented metal (allowing maximum range of motion) rather than sturdy cloth. His right hand bears a red gauntlet that echoes the stylings of his boots; thicker, metallic plates that overlap and segment to prevent impeding movement. The palm has a round aperture that Sharaf uses to focus his fire-control abilities through to produce bursts of focused flame. The rest of the gauntlet has hair-thin vents that can allow Sharaf to cloak his entire hand in flame, with the back has a slot where an exhaust nozzle can extend to allow one of his more...noticeable...forms of offense. His left hand itself has a simple blue glove that matches the rest of his suit, with the forearm bearing rings of silvery-white material. These rings are actually the compacted form of his shield. The shield itself has multiple forms. The “default” is a fairly compact circle, a bit larger in diameter than Sharaf’s own forearm. The center of the shield bears a stylized eagle with a star, with the top “line” of the wing extending to meet the border of the shield. The logo and border are bright while, while the rest of the shield is a bright metallic blue. The shield can shift into a large, elongated oval shape, providing sufficient cover for Sharaf to hide his entire body behind it; the overall decorative pattern stays the same but is enlarged a bit in the middle as the shield itself grows. In either form the shield is shockingly light. Finally, it can flow and shift into an elaborate gun-barrel design over his right arm, forming a red-white-and-blue-striped device that greatly focuses the power of his blasts. History: Ramzi and Munisa came to America, to Freedom City, as political refugees from Socotra. Long-time low-level critics of Typhoon’s regime, they’d long skirted the edge of acceptability, and one article in a paper that was a bit too strongly-worded had them fleeing for a safer place. They went to Freedom due to the higher level of diversity compared to many cities, which included a small but vibrant community of Socotran expatriates. Sharaf was born a couple of years after Ramzi and Munisa moved to Freedom. His brother Dovron came a couple of years later, while the youngest, Zamira, was born just a few years ago, making her the precocious baby of the family. Sharaf himself grew up with the sense of responsibility that comes from being “the oldest”, but with much less structure than he might have had in their ancestral lands. The largest grief Ramzi and Munisa had after fleeing Socotra was their children squabbling, or juggling schedules to make sure everyone did everything on time. Sharaf was the oldest child, but somehow managed to buck the “trend” of the eldest child being serious and responsible that seemed to be an unspoken assumption the world over. Instead, he proved himself energetic, excitable, and at time a bit unpredictable. Dovron proved himself the more dour brother, though both young men have more than a bit of mischief in them. When he was 14, Sharaf’s family was contacted by the US government. In a surprising move, Sharaf had been selected for a special program that intended to help train up the next generation of heroes in this country. Sharaf actually had a mostly-latent meta-gene that the government had picked up with new, specialized scanners. These scanners were primarily looking for individuals compatible with newly-developed technology that the US had reverse-engineered from a variety of alien artifacts over the years; the constant invasions, defeated that they may have been, left large amounts of valuable salvage behind. While he was one of the youngest candidates, Sharaf was also marked as being one of the highest levels of compatibility with this technology. But they would not force him to be a superhero-in-training. Would he take this step? Sharaf agreed, and his parents consented, though it took a couple of days of rather intense conversation between all of them, and more than one talk about how the entire program would work. So for almost two years, Sharaf has been working to train his body and mind, and bond with the Firebrand (as the advanced device has been named). The doctors, engineers, and scientists of the group working to equip the heroes of tomorrow. Now he finds himself at Claremont Academy, to learn not only how to be a hero in a broader context, but to meet other aspiring heroes, and cement his place in the next generation of defenders of truth, justice, and more. Personality & Motivation: Sharaf’s childhood was marked by a deep-set understanding that he was thoroughly blessed to be born in the country he lived in. Compared to where his parents came from, the USA was indeed a huge improvement. That sense of wonder and, to a degree, pride in his birth-nation naturally flowed into Sharaf. It was tempered by the bouts of low-level racism they encountered, but not destroyed. Sharaf himself is a young man trying to fully discover who he is in the world. He has had immense responsibility thrust upon him by happenstance, and has done what he can to live up to that. At times, Sharaf may end up projecting more confidence than he feels, due to the idea that the Patriot, or in his case the Patrioteen, needs to always be confident. Sharaf tends to project a sense of energy when he’s in a room. Not necessarily nervous energy; more of a vitality and passion. He is most excited when talking about cooking, bird-watching, basketball, and the “mission” he feels he is entrusted with. Sharaf sees himself as not only an example of a teenager doing good in the world (meaning he has an innate sense of needing to Be Responsible), but also as a Muslim American stepping into one of the most prominent hero roles he possibly can. Thus, he works hard to make sure he is friendly, confident, and ready to help. In his heart, Sharaf is often concerned he’s not “measuring up”, even if his parents, and others, claim he is doing just fine, especially for someone of his age and “stage” of life. So while he presents a confident face, he is also always trying to be conscious of Powers & Skills: Description & Tactics: Sharaf’s primary abilities come from the device bonded with him. After it bonded, it was discovered he possessed a latent meta-gene, but it was not “unlocked” until he bonded with “the suit”. Part of the bonding process also infused him with a batch of nanites that boosted his physical abilities, although these effects by themselves are largely secondary. At his “base”, Sharaf’s body is enhanced, with his general stamina and vigor along with his natural agility and flexibility being pushed higher, though his strength is certainly already higher than most. It looks as if long-term the changes will max out at around high human average, and “settle in” so they cannot be disabled or disrupted. As well, he is naturally immune to heat, and immune to any fires or flame-based effects. When wearing his suit, he is, effectively, a super-soldier in training. The basic suit itself provides robust protection against injury, as well as guarding his eyes against irritants, be they accidental, environmental, or intentional. The suit’s own nano-lacing taps into Sharaf’s resistance to flames, giving him partial immunity to ice and cold powers and attacks. Further, it channels his innate fire abilities to allow him to ignore any and all "regular" environmental cold, and uses that same energy to provide shielding against potential ambient radiation. His goggles have combat protocols that it projects onto his goggles and helps guide his body through motions and assist in aiming jumps and shots, easing his burden in combat as he is still working to internalize his skills and abilities. As well, they provide constant positional data, help calculate distances as needed, and help his eyes see into the infrared spectrum even in complete darkness. Beyond the baseline suit, Sharaf has more built-up boots, a heavy gauntlet on his right hand, and a shield on his left arm. These each provide options in a fight. The boots allow Sharaf to run at speeds roughly equal to a moving automobile, by way of small jet-booster mechanisms that, when combined with his nanite infusion and reinforcements of the suit, give him much higher run speeds. Alternatively, they can propel him into great leaps into the air, easily reaching the rooftops of many buildings; while he can sustain these leaps, he tends to prefer to only operate in comparatively short hops. These functions can be somewhat combined into a powerful attack where Sharaf propels himself at an enemy with a flaming kick. The gauntlet on his right hand helps him in close-quarters combat, serving as a potent striking surface for Sharaf’s still-developing martial arts repertoire, as well as sheathing his hand in his flames if desired. It can also enhance and focus his nascent fire powers by way of a mechanism on the palm, resulting in small fire-bolts that allow him to strike foes at a distance. Sharaf is also able to combine the functions of his boots and his gauntlet to launch himself in a daredevil sliding attack that leaves a trail of flame behind himself and culminates in a fiery physical blow against a chosen foe, and any along his path. The shield on his left arm helps him defend himself, but can be set to either offensive or defensive mode, as well as a “booster” form. In offensive mode, it is a more compact surface that allows him to chain together blows along with his gauntlet and boots, or even be propelled by bursts of fire from his gauntlet for dizzying chained-together attacks. In defensive mode, its surface area extends so that he can fully place his upright body behind it, making it unusable as an offensive weapon, but providing a stalwart bastion against many attacks that might otherwise risk injuring him. In its final “booster” form, the shield folds around and merges with his right hand gauntlet, forming a powerful arm-mounted cannon device. With this, he can greatly focus the power of his flame-blasts, though it is not as much of a rapid-fire blitzkrieg of attacks as he can accomplish with the compact offensive form of his shield. It is theorized that the Firebrand suit provides the ability to almost infinitely adapt and grow, especially with both its own nanotech-based adaptive form, as well as his own steadily-growing power. In a fight, Sharaf tends to start off at range and only move into hand-to-hand distance after getting an idea of the opponent. Unless moving in recklessly can distinctly help his teammates, in which case he may charge in and rely on his bright costume and rather attention-getting motif to carry the day. In a hand-to-hand fight, Patrioteen’s skills are still fairly basic; he can absolutely reliably hit an opponent, but most of the advanced skills he’s picked up center on grabbing hold of an opponent and not letting go. He also has some initial training with following targets in many environments, though his overall skill is still developing. His general approach shows more than a few influences from the current Patriot, and he seems to thus be falling into a style somewhere between superhero, soldier, and law enforcement. Complications: Flamboyant: Patrioteen's powers, costume, and personality are bright and bold and noticeable. Weighty Legacy: The name "Patriot", both in the hero world and in regular use, has a lot of weight behind it. Many people are going to make a lot of assumptions about what Patrioteen stands for, and who he is, before he can do or say anything one way or the other. Individual Systems: While the Firebrand suit is, overall, a unified piece of technology, the suits, gauntlet, and shield are not strongly connected in general operation. It is possible that damage to one of them could temporarily disable it, or leave it stuck in a particular configuration, making things more difficult for Sharaf. Just The Sidekick: While Sharaf is working to be his own hero, both his code-name and several (brief) public appearances have made the connection between himself and the Patriot clear. This may lead to a lack of respect, or him being a target as a way to gain advantage over the Patriot. Sense of Responsibility: Sharaf feels the importance of both his heroic mantle, and his obvious status as an Arab-American superhero. On top of that, he has a natural tendency to want to help out his teammates and fellow man, which can lead to over commitment (on or off the battlefield). Being both a "fun guy" and "the responsible guy" is a bit of a tight rope to walk. --------------------------------------------------------------------------------------- Abilities: 2 + 4 + 4 + 4 + 2 + 4 = 20PP Strength: 18 (+4) / 12 (+1) Dexterity: 18 (+4) / 14 (+2) Constitution: 18 (+4) / 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +8 (+4 Dex, +8 Improved Initiative) Attack: +4 Base, +8 Enhanced Base Defense: +4 (+4 Base), +8 (w. Shield Array set to Compact Shield), +12 (w. Shield Array set to Gun Barrel Shield), +2 Flat-Footed Grapple: +12 (+4 Str/Dex, +8 Enh. Base Attack), +8 (+4 Str/Dex, +4 Base Attack) Knockback: -2 (No Suit, Shield Array set to Gun Barrel Shield), -4 (Shield Array set to Compact Shield), -10 (Shield Array set to Heavy Shield) Saving Throws: 2 + 4 + 4 = 10PP Toughness: +4 (+4 Con), +8 (w. Shield Array set to Compact Shield), +12/Impervious Tou 8 (w. Shield Array set to Heavy Shield) Fortitude: +6 (+4 Con, +2) Reflex: +8 (+4 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 52R = 13PP Acrobatics 8 (+12) Bluff 5 (+7) Climb 4 (+8) Craft [Cooking] 4 (+6) Diplomacy 6 (+8) Languages 1 (Native: Arabic; Learned: English) Notice 8 (+9) Search 6 (+8) Survival 6 (+7) Swim 4 (+8) Feats: 8PP Benefit 1 (Patriot Initiative) Grapple Finesse Improved Grapple Improved Initiative Luck 2 Precise Shot Track Powers: 58 + 14 + 11 = 83PP Device 14 (Firebrand Suit; 70DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Sharaf can use]) [58PP] (Technological, Nanites) Basic Suit Systems 3.2 (16DP Container [Passive, Permanent]) [16DP] Communication 5 (Radio; 5 miles; Feats: Subtle) [6DP] (Communicator) Enhanced Feat 1 (Quick Change) [1DP] [(Nano-Assembly Suit) Immunity 10 (Cold ; Flaws: Limited [Half Effect]) [5DP] (Thermo-Regulator) Immunity 4 (Environmental Cold, Radiation) [4DP] (Thermal Protective System, Anti-Radiation Coating, Deployable Rebreather Mask) Goggles 2.4 (12DP Container [Passive, Permanent]) [12DP] Enhanced Trait 8 (Base Attack +4) [8DP] (Combat Protocols HUD) Immunity 1 (Eye Irritants) [1DP] (Protective Lenses) Super-Senses 3 (Direction Sense, Distance Sense, Infravision) [3DP] (Vision Enhancement Protocols HUD) Firepower Array 8.5 (17DP Array; Feats: Alternate Power 2) [19DP] BP: Blast 8 (Fire Bolts; Feats: Precise) {17/17} (Fire) AP: Damage 4 (Gauntlet Punch; Feats: Improved Critical 2, Knockback 7, Mighty, Takedown Attack 2, Varible Descriptor 1 [Fire or Bludgeoning Damage]) {17/17} (Fire, Bludgeoning Damage Type) AP: Damage 4 (Flaming Kick; Extras: Area [Targeted Trail] 8; Feats: Improved Critical 2, Mighty, Progression [Area Size] 2) (40-200 ft. line) {17/17} (Fire) Boots Array 2 (4DP Array; Feats: Alternate Power 1) [5DP] (Booster Boots) BP: Speed 4 (100 mph, 1000 ft./rnd) {4/4} AP: Flight 2 (25 mph, 250 ft./rnd.) {4/4} Shield Array 8 (16DP Array; Feats: Alternate Power 2) [18DP] (Variable Shield) BP: {8 + 4 + 4 = 16/16} (Compact Shield) Autofire Firepower 8 Adds (Extras: Autofire 1) to Firepower Array [8DP] Enhanced Feat 4 (Dodge Focus 4; Total Defense +8) [4DP] Protection 4 (Total Toughness +8) [4DP] AP: {8 + 8 = 16/16} (Heavy Shield) Protection 8 (Total Toughness +12) [8DP] Impervious Toughness 8 [8DP] AP: {8 + 8 = 16/16} (Gun Barrel Shield) Enhanced Feat 8 (Dodge Focus 8; Total Defense +12) [8DP] Penetrating Firepower Adds (Extras: Penetrating) to Firepower Array [8DP] Super Soldier Boost Package 2.8 (14PP Container [Passive, Permanent]) [14PP] (Nanites) Enhanced Constitution 4 [4PP] Enhanced Dexterity 4 [4PP] Enhanced Strength 6 [6PP] Fire Controller Powers 2.2 (11PP Container [Passive, Permanent]) [11PP] (Metahuman) Immunity 1 (Environmental Heat) [1PP] Immunity 10 (Fire) [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 TOU Damage [Physical] Fire Bolt Ranged DC23 TOU Damage [Fire] Gauntlet Punch Touch DC23 TOU Damage [Physical or Fire] Flaming Kick Trail Area DC23 TOU Damage [Fire] Totals: Abilities (20) + Combat (16) + Saving Throws (10) + Skills (13) + Feats (8) + Powers (83) - Drawbacks (0) = 150/167 Power Points MAJOR STORY SPOILERS IN THE SPOILER BELOW. MUCH OF PATRIOTEEN'S EARLY STORYLINES WILL BE SPOILED IF YOU READ IT.
  18. Claremont Academy Quad. Wednesday, November 3rd, 2021. 9:00 am It would probably go down as one of the most colorful days in the history of Claremont Academy. Students, teachers, parents and established heroes walked the campus in unprecedented numbers, creating an air of excitement. Here and there powers were demonstrated by either mentors or mentees, and the many flashes of light and occasional gouts of flame almost made it feel like an autumn carnival. Out on the quad, a small wooden booth had appeared earlier, with any instantly familiar design. The placard above read 'Heroic Advice 5¢', while the sign below read 'The Grimalkin is IN'. Behind the booth sat a slender young woman in black and midnight blue leather, legs stretched out and twidling her thumbs. Her auburn hair was short and spiky, the eyes behind her black domino mask were dark brown, and her ears were pointed like a Vulcan. She looked barely older than any of the other students wandering the campus. Grim eagerly awaited the arrival of her mentee; from what she heard from his teachers, they would have a lot to talk about.
  19. Starshine Power Level: 8 (119/123PP) Unspent Power Points: 4 Trade-Offs: None In Brief: Everyday teen bonded to a powerful artifact. Catchphrase: "Here we go...!" Theme: Build a Bitch - Bella Poarch Alternate Identity: Rosalind Sommaripa (Secret) Birthplace: Shamong, New Jersey Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: None Family: Janina Sommaripa (Mom), Alexander Sommaripa (Dad), Calliope Sommaripa (Gran) Description: Age: 16 (DoB: 20th Februrary 2005) Gender: Female Ethnicity: Greek-American Height: 5'5" Weight: 150 lbs Eyes: Brown Hair: Red Rosalind has one of those faces that looks more mature, but not old, than her sixteen years. Despite her best effort to look younger people think she'd older and therefore more mature than she'd really like. It probably doesn't help that her mother insists on her having a practical boring hairstyle, despite several (ahem) close shaves. Likewise, her clothes tend to be practical and a little on the baggy side, with her managing to stay just the wrong side of fashionable and cool. The bracelet, it has, nor needs, any other name, is a rather simple design of a thick band of silvery metal. When activated it glows with power that is quite obvious in all but the darkest of situations. Sometimes in this form faint symbols and circuitry can be made out behind the light, though so far no one has been able to work out what the rapidly changing designs actually mean or represent. Still not quite convinced that she's a full-on Superhero she's not even considered any kind of costume for herself, instead of using the standard Claremont uniform when danger calls. The only thing she does wear is a pair of old aviator goggles, ostensively to keep bugs out of her eyes. Her gran insists that they belonged to a famous ancestor that fought for the allies in World War 2. Rosalind suspects that they were just something she picked up at a thrift store, though she still wears them as a good luck charm. History: Long ago an advanced race of aliens created, as many often do, what they thought was the ultimate personal weapon. What happened to their species is unknown but the bracelet like weapon fell into the hands of multiple warlike species out to unlock the apparently deadly weapon. Each time they seemed to be able to activate the weapon and would pass it on to the next species and the cycle would continue. In 1947 AD the device found its way into the hands of a Grue Scout ship which properly crash-landed on Earth, the U.S. Airforce like all the others attempted to figure out the bracelet before boxing it away and keeping it in a series of less predacious storage facilities. In Winter 2020 on its way to another storage facility in Freedom City something happened and the bracelet was lost from its storage crate, some of the crazier theories suggested that it escaped. The item inert and with many more interesting artefacts the lost wasn't really noticed and few care about its recovery. Meanwhile, Rosalind Sommaripa was having a fairly uneventful life growing up in Shamong, New Jersey. She wasn't popular, talented or pretty sitting in that happy middle ground of just getting on with things. The closest thing that came to the excitement was when a super flew overhead on their way back to Freedom City, and whilst Rosalind might idly daydream of moving to the big city she was content to live out her high school years in relative peace and quiet. Not that she wouldn't get involved if she saw injustice, her gran always said the women of the family had a fire inside them, and that where the amazing, and awful, trouble. began! In the spring of 2021 whilst enjoying the warming weather Rosalind was walking in Wharton Forest, so remote and boring even the Green Man didn't bother to hang around when she saw a group of Jocks hassling a couple of her fellow classmates. On her way over to give them a piece of her mind fate intervened and she tripped on something, the alien bracelet that had been lost all those months before. Long sleeping inside the intricate circuitry of the alien device the synthetic intelligence came across something that it normally didn't encounter. Instead of a mind bent on conquest and destruction, or harnessing its powers for its own end, it found a mind concerned only for helping others and defending the weak. Fascinated it scanned the brainwaves of Rosalind to discover someone so very unlike the warriors and scientists it normally encountered, in a pique of interest it did something it hadn't done in many millennia and bonded with the young woman. All of this was a surprise to Rosalind who suddenly found this glowing bracelet bound to her arm, trying to shake it loose only caused it to fire a blast of light (which ironically scared away both the jocks and fellow classmates) throwing her into the air. It wasn't the most graceful way to find she could now fly, but her momma hadn't raised no fool, and she quickly figured out what had happened and got, some, control over the situation. Over the summer she slowly gained control over the alien device, not helped that the SI couldn't form words, only emotions and vague impressions, trying to keep this all secret until she'd figured out just what to do with this unearthly power she'd been gifted with. Despite being careful a glowing flying figure gains some attention, especially in a place as quiet as Shamong, and someone came looking for Rosalind offering a chance to train to better use her powers at Claremont academy. Personality & Motivation: Sensible and level headed are probably the best way to describe Rosalind. She will always try to think her way out of any situation before resorting to more extreme solutions, which is why the bracelet chose her in the first place. Though she does have a bit of a temper when she sees something she considers an injustice and isn't beyond getting involved powers or no. Despite her outwards signs of being together, she is in fact a bundle of insecurities, like many teens her age, and to counter such tends to rely on self-deprecation humour. And though she'll happily take the mickey out of herself she won't allow anyone to do likewise to others. if it wasn't for that she is pretty sure she could blend into the background and allow others to take the lead, and in general situations, she's happy to do that. Especially within the bounds of Claremont where she feels like a very small fish in a massive pond filled with superpowered sharks. Powers & Tactics: Rosalind is not a skilled tactician in the slightest and hence has a pretty simple tactic to deal with supervillains. Never strike first, but if trouble starts hit them with everything you've got until they fall down and can be arrested. She's not stupid, however, despite her claim sometimes, and if something isn't obviously working she will attempt something else. Conditioned by high school she's a natural follower over being a leader, being able and capable of taking orders and offer good options for team efforts. Power Descriptions:The advanced alien bracelet using immense energies generates a powerful electromagnetic field. These can be used offensively or defensively whilst also allowing Starshine to fly at high speeds safely. All of the effects are however accompanied by an aura of light, normal white but it can change in intensity and colour depending on what the bracelet is trying to do and the general mood of both Starshine and the bracelet. Complications: Imposter Syndrome: Everyone at Claremont is smart, prettier and just all-around better at being a superhero than Rosalind. The GM can offer a hp for Starshine to fret so much that for a short while she can't access any of her powers. Pacifist: Until someone throws the first punch (or blast) or others are obviously in danger Rosalind's morals and the bracelets programming won't let her use her powers offensively. Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP Strength: 12/24 (+1/+7) Dexterity: 10 (+0) Constitution: 12/26 (+1/+8) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 6 = 18PP Initiative: +0 Attack: +8 Hard Light, +8 Melee, +6 Base Melee Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +7/+19 Knockback: -0/-5 Saving Throws: 1 + 7 + 5 = 13PP Toughness: +1/+8 (+1/8 Con, +0 [Impervious 6]) Fortitude: +1/+9 (+1/+8 Con, +1) Reflex: +7 (+0 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 36R = 9PP Computers 3 (+5) Diplomacy 8 (+10) Knowledge (Current Affairs) 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (English [Native], Greek) Notice 9 (+10) Sense Motive 9 (+10) Feats: 3PP Luck 2 Online Research Attack Focus (Melee) 2 Attack Specialization (Hard Light) 1 Dodge Focus 5 *Enhance Feats from The Bracelet Powers: 62 = 62PP The Bracelet 15 (75PP Device, Hard to Lose, Feat: Restricted 2 [Only Usable by You]) Alien Artifact [62PP] Body of Light 7 (14PP Array, Feat: Dynamic Alternative Power 2) [17PP] Dynamic Alternative Power: Flight 7 (up to 2,500 mph / 22,000 ft/rnd) [14PP] Dynamic Alternative Power: Super-Strength 7 (up to +35 STR) [14PP] Enhanced Constitution 14 [14PP] Enhanced Strength 12 [12PP] Enhanced Feats 8 (Attack Focus [Melee] 2, Attack Specialization [Hard Light], Dodge Focus 5) [8PP] Flight 1 (10mph / 88ft/rnd) 1 [2PP] Hard Light: Damage 8 (range: 80ft, Extra: Range) [16PP] Impervious Toughness 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Hard Light Ranged DC 23 Toughness Damage Totals: Abilities (14) + Combat (18) + Saving Throws (13) + Skills (9) + Feats (3) + Powers (62) - Drawbacks (0) = 119/123 Power Points
  20. Cat-Sith Power Level: 8/10 (150/153) Unspent Power Points: 3 Trade-Offs: None (Human), +2 Atk/-2 Damage, +2 Def/-2 Toughness (cat) In Brief: Teenage shapeshifter from the colonial period. Alternate Identity: Simon Gray (Secret) Birthplace: Rural New Jersey Residence: Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont students Family: None living Description Age: 16 (Born August 15th, 1742) Gender: Male Ethnicity: Caucasian Height: 5’4” Weight: 120 Eyes: Blue Hair: Black Description: Simon is short, slender and fit, with shoulder length black hair that he usually wears in a low ponytail. He carries himself with a bit of arrogance and a lot of caution. He favors loose hanging shirts and pants, mimicking the kinds of clothing he wore in his own time. In cat form, he’s an average sized black cat with a small white spot on his chest and yellow eyes. He possesses no visible supernatural traits. His costume consists of a loose fitting black shirt, a pair of plain black pants and a face mask that covers the top of his head, revealing only his eyes. His belt has a few small pouches for various essentials, also all in black. He also wears a pair of comfortable black boots. History: Simon was born in 1742 to Aaron and Sarah Gray in the colony of New Jersey. Aaron was a strict pastor who insisted on a basic education. Simon’s mother passed away in 1750. Over the next two years, Aaron grew increasingly strict, eventually provoking Simon to run away from home, fleeing in the night until he reached Freedom. Simon spent the next five years living on the street, working whatever odd jobs he could, falling back to theft when work was more scarce. He would pick pockets and break into shops and houses. One night, however, he stole the wrong object, a small statue of a cat. He managed to evade any attempts at capture, but the object itself got it’s revenge, turning Simon into a common house cat. He was black, with a small white patch of fur on his chest. The statue was retrieved by the original owner, and Simon was stuck as a cat. Simon discovered that he did not age in cat form, and if he was killed, he would be restored to life almost immediately, with all wounds healed. Over the next 263 years, Simon was killed eight times in various circumstances. On October 31st of 2020, he was spotted by a 4 year old girl who lived in an apartment building that he had been hunting around. He wandered into the city and came back to find that the apartment was on fire. The girl had gotten separated from her parents when they tried to flee the building, but the fire spread too quickly and they weren’t able to get to her. Simon climbed into the building, found that she had fled to her apartment, and lured her out of the smoke to the fire escape. The firefighters were able to see her and save her. However, the smoke he inhaled proved to be too much, and he collapsed. He assumed he was dead. However, he woke up and found himself naked, and cold. He stole some clothes as quickly as he could, and ran around the entirety of Freedom City, freaking out and evading the authorities. Eventually, they were able to bring him in, and after a while, he was enrolled in Claremont Academy after his 16th birthday. Personality & Motivation: Simon is clever, likable, and witty. Even though he was born in the 18th century, he actually prefers the modern day. As a thief, he associated with all sorts of criminals and outcasts. He’s sympathetic to those who turn to crime out of desperation, and detests bullies and those who exploit the poor. While he’s not necessarily interested in being a superhero, he will try to protect and help people if presented with a chance to. Powers & Tactics: As a short, 16 year old kid, Simon learned how to fight on the streets, and learned how to fight dirty. Now that he has superhuman powers, he fights aggressively if he can afford to, but will fall back to evasive tactics if pressed. When he needs subtlety and stealth, he relies on his cat form. He prefers to avoid humans in cat form, but he will use it to appear endearing if he needs to. He’s capable of fighting in his cat form, and sometimes will if pressed. Power Descriptions: When Simon changes form, his whole body turns opaque and black, shifting as his body’s form changes to that of a housecat or a human. Observers can see the change, but not the grisly details. The process happens extremely quickly. Complications: Kitty!: Sometimes, being a cat is an asset, but sometimes humans find him endearing and want to pet him, pick him up, or otherwise interfere with whatever tasks he’s trying to accomplish. Meow?: As a cat, Simon cannot talk. While he might find some other way to communicate, he cannot verbally communicate. Uhhh?: Simon reads at a fourth grade reading level. While that was fine back in the 1700s, nowadays he’s way behind. His poor literacy could prove problematic in a pinch. Paws Off: In cat form, Simon has no hands. He’s incapable of tasks that require opposable thumbs or movable fingers. While he can turn back into a human readily, he might find himself needing to stay in cat form and also perform tasks he cannot perform with paws. Kid out of Time: Simon missed out on 264 years of human history. He doesn’t understand modern pop culture or technology, though he is trying to catch up. Abilities: 4 + 4 + 4 + 6 + 4 + 8 = 30PP Strength: 26/18*/14** (+8/+4/+2) Dexterity: 28/14 (+9/+2**) Constitution: 22/14 (+6/+2**) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) * In Cat Form ** Depowered Combat: 6 + 6 = 12PP Initiative: +9 Attack: +8*/+10** Melee, +3 Ranged Defense: +6/+8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +16/+12 Knockback: -4 *Human **Cat Saving Throws: 0 + 1 + 4 = 5PP Toughness: +8/+6 (+8 Con/+6*) Fortitude: +6/+2 (+6 Con, +0) Reflex: +10/+9/+3 (+9 Dex, +1 Base) Will: +6 (+2 Wis, +4) * In Cat Form Skills: 72R = 18PP Acrobatics 10 (+19) SM Bluff 6 (+10) Climb 4 (+8) Diplomacy 10 (+14) SM Disguise 0 (+4/+14*) Disable Device 10 (+7) Escape Artist 7 (+16) Notice 10 (+12) Sleight of Hand 6 (+15) SM Stealth 9 (+18) SM *While in Cat Form Feats: 25PP Acrobatic Bluff Attack Focus (Melee) 5 Dodge Focus 5 Evasion 2 Fast Acrobatic Bluff Hide in Plain Sight Luck 2 Move-by-action Power Attack Quick Change Set Up Skill Mastery (Acrobatics, Diplomacy, Sleight of Hand, Stealth) Takedown Attack 2 Uncanny Dodge (scent) Powers: 48 + 12 + 0 = 60PP All powers have the magic descriptor Cat Powers (Container) Enhanced Constitution 8 (8PP) Enhanced Dexterity 14 (14PP) Enhanced Strength 12 (12PP) Leaping 3 [Jumping distance x10, 180 ft long jump, 90 ft standing, 45 high jump] (3PP) Protection 2 (2PP) Speed 3 [50 mph, 440 ft/round] (3PP) Super-Movement 2 [Slow-fall, Sure-Footed 1 (25% penalty reduction) (4PP) Super-Senses 2 [low-light vision, scent] (2PP) Cat Form (Container) Damage 1 [PF; Mighty] (2PP) Shrinking 8 (8PP) Morph 2 [1 form, Cat, +10 to disguise] (2PP) ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Damage Cat Claws Touch DC 22 Damage Unarmed* Touch DC 17 Damage *No powers Totals: Abilities (30) + Combat (12) + Saving Throws (5) + Skills (18) + Feats (25) + Powers (60) - Drawbacks (0) = 150/153 Power Points
  21. Player Name: Eternal Phoenix Character Name: Effigy Power Level: 8 (180/190 PP) Trade-Offs: +4 Damage, -4 Attack(Pyrus), None (Pyroboltia); +4 Toughness, -4 Defense Unspent PP: 10 In Brief: Fiery teen sorceress blazing her own trail Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrases: Various fire related threats, profanity, combinations of the two. Themes: Burn It Down, by Five Finger Death Punch; Burn, by Divide Music Alternate Identities: Wilona Tabana Identity: Secret Birthplace: Freedom City Occupation: Student (grudgingly) Affliations: Claremont Academy Family: No known blood relations; Naomi Ellison (found family) Age: 16 (Born in 2005) Apparent Age: Mid to late teens Gender: Female Ethnicity: Latina (apparently, she dunnos) Height: 5’ 9” Weight: 140 Eyes: Dark Brown Hair: Reddish Brown Description: Wilona doesn’t display an iota of skin below the neck. This includes gloves. Plenty of scattered burn scars (especially the vein like pattern on her right arm), and it makes a girl look vulnerable, displaying skin like that. Civilian attire is battered old hand me downs from charity places. Jeans, when she can get them. She likes reds in her shirts and dark colors in her pants. The Effigy Robes are a dull orange. Brighter at the shoulders and darkening close to red as it goes down her legs. They’re basically a really long tunic with pants underneath secured by a rope belt. There’s a domino mask, too, but sometimes she forgets it. It’s new since Claremont, after all. History: Wilona Tabana doesn’t remember her family. Or if she ever had one. She was a street kid. Homeless. Anonymous. That’s what she remembers. That’s what her life was. That, and the fire inside. And just as often, outside. She was a pyromancer born. Fire obeys her. Maybe not something a grade school kid should have, but eh. Nobody got that hurt. Kids are small. Easier to hide. Scavenging food, dodging cops, discouraging pervs, welcome to life on the street. Winter wasn’t a problem, though summer sucked. She was…kind of lonely. Homeless people can be good company (and sometimes not), but there weren’t exactly an overwhelming number of kids her age. But honestly, she had stuff to do. Got to stay out of sight during school hours, so might as well learn something. She thought maybe, since she can make fire happen, she can do other stuff. Just had to replicate the feeling, right? Right. Well, it wasn’t exactly the same, but hey she could do other stuff. Lot of trial and error between those two sentences, but again she had the time. @$%ing hard, but she could do it. And after she figured that out, she met Naomi. Richie rich girl, born with a silver spoon in her mouth. That’s what the folks she knew said, but they never bothered to talk to her. She was lonely, too. It wasn’t a friendship, exactly. But Naomi knew stuff. Important stuff growing girls should know. And she had food, sometimes. So they hung out, sometimes, between school and her art lessons. It was something. Then the Terminus invaded, and everything went to hell. The nightmare of the invasion cannot possibly be understated. People Wilona had known for years were…gone. Or worse. And for the first time, she had to find out how powerful her fire actually was. It was uh, rather powerful. Blow holes through those metal freaks with the weird poles powerful. 13 years old, and the most potent pyromancer on the street. So she pitched in. At first heroically, but then just to clear enough space to find a good hole and crawl in. Way too many of those freaks, and they were talking an interest in her. Then she came across the smashed limousine. She knew it. The Ellisons used it all the time. The only person in it still breathing was the terrified out of her mind Naomi, so Wilona pulled her out and took her into said hole with her. Freedom’s heroes kicked the Terminus back the hell out of our dimension. Wilona taught Naomi the ways of the street. The latter was mutated by her exposure to Terminus energies, among everything else happening that day. Turning invisible and slinging invisible force was incredibly useful for scavenging food, ducking cops, and discouraging pervs. It also explained by they weren’t bothered in the hole they crawled in. It took time to put Freedom back to something resembling normal. It took more time to sort out all the reports and sightings. But eventually an interesting report about a potent fire slinging young girl crossed the desk of Headmistress Callie Summers. That girl had saved lives that day, and newer reports indicated she was still alive and in the city. Finding her would prove to be quite challenging. No fixed address. Avoids cops and superheroes like the plague. A hell of a lot smarter than she pretends to be. Getting through to her would prove to be an even greater challenge. Wilona was naturally suspicious and hostile to anything resembling an authority figure that wasn’t like, a kindly nun or something. Granted, all of them (from a certain point of view) wanted to curtail the huge amount of personal freedom she currently enjoyed to live her life the way she saw fit. That’s a hell to the no on that one. Miss her with all that talk about the law, responsibility, or whatever. Wilona did what she thought was the right thing to do, and to blazes with anyone who tried to make her do otherwise. The headmistress had to handle this carefully, or Wilona would absolutely refuse to cooperate. Her actions since the Invasion indicated a desire to be a superhero, but she was clearly aware that as a minor, the law was not on her side as far as operating independently of…well, anything and anyone who wasn’t Naomi. Hence avoiding cops and superheroes like the plague. So instead of the direct approach, the headmistress played to her curiosity and obvious intelligence. Rather than command, Ms. Summers and her agents questioned. Better clothes. Better food. A safer environment. More people who care about her. Doesn’t she want these things? Doesn’t she want these things for Naomi? Wilona, predictably, got pissed off. But it was obvious these were things she wanted. She wasn’t stupid. These were things she’d considered for a while now. The stumbling block was, as ever, surrendering even the tiniest bit of her autonomy. So she was kind of stuck, and thus, nothing changed. So, Ms. Summers offered a solution. She would become Wilona’s official guardian, just long enough so that she could become emancipated. She, with the Ellison estate’s cooperation, also did this for Naomi. So both would be effectively independent, because Naomi inherited her parents’ uncountable riches, they didn’t have parents of any kind, and honestly they’d been living independently for three-ish years anyway. Much longer in Wilona’s case. This meant that neither had any legal obligation to remain at the Claremont Academy if they no longer desired to be there, and Ms. Summers was perfectly willing to waive the financial obligation. This made it so much easier, so Wilona agreed to attend and live there. Only on a trial basis, she insisted. Sure, whatever. Personality & Motivation: Wilona Tabana comes in three layers. Cockiness and braggadocio for days when she’s playing around. Anger and intimidating pyromania when the gloves come off. And finally the core of her, a stubborn willfulness that makes even the more recalcitrant mule look pliant. She’s extremely self-reliant and independent, to a literally self destructive degree. She has the burn scars to prove it. Nobody makes her choices for her. She’ll destroy herself first. Well, maybe whatever’s restraining her first. But still. She’s got to have everything her own way, and the only way she’ll ever do anything is on her own terms. She doesn’t trust anyone besides herself. Okay. Naomi, some. But not completely. She plays up her temper and pretends to be a pyromaniac to push people away. Keep them at a distance. She does have a truly volcanic temper, but it’s not nearly as hair trigger as she pretends. She doesn’t have any special love for fire, though, aside from how it’s helped her out over the years. She will do whatever it takes to avoid feeling vulnerable or helpless. These things aside, she’s not a bad person, really. She’s got the heroic spirit, and does care about others. Though, she’s only a pain in the ass if you disrespect her free will and autonomy. Don’t do that, and she’s an excellent friend who will respect your free will and autonomy in turn. Because you see, her autonomy thing just applies to her. She's not about to champion the cause of free will throughout the world. That would be interfering with the free will and autonomy of others. Like hell she's gonna do that. So how does she justify fighting crime? Well, she's not stopping the bad guys from making their own choices. But she can and does choose to blast them in the face for it. Choices have consequences, after all. Her character arc, surprisingly, is not about learning humility or how to control her temper. It’s about learning how to be comfortable with being vulnerable and/or powerless. Power Descriptions: Wilona’s pyromancy is, well, fire. Even when she’s holding a spell in her hand, it looks like her hand is on fire. Light, heat, etc. So when she casts a fire spell, it’s hot. Contained so it does what she wants, sure, but anybody adjacent is going to feel the flash of intense heat and accompanying wind as the fire is emitted. Her other powers are not pyromancy. They are obviously self taught basic magic. Crude, amateur work. Her teacher ought to be ashamed…except she’s never had one, so it wraps back around to kind of amazing. They’re all basically all some shade of blue. Fortius is extremely translucent, as is Castillius as they’re force effects, but the others tend to be a solid color. Powers & Tactics: Wilona is an inborn pyromancer and self taught magician. She has a burning soul, and as such her pyromancy’s energies come directly from it. Her fire magic comes as naturally to her as breathing, and requires no special incantations or anything else to use. Regardless of how she prefers to use it. Pyromancy isn’t the most flexible of ‘mancies, and Wilona not knowing subtle if it bit her on the ass doesn’t help. Basically she throws a lot of fire around. Pyrus is one big blast, Infernus usually a thrown fireball (though she can do a sudden explosion instead when she’s feeling fancy), and Pyroboltia is a series of weaker blasts. Fire Control she genuinely doesn’t see as a spell, and it arguably isn’t one. Fire just obeys her will. They are all done with her right hand. Always. Her other spells are different. She needs to do them the way she figured out how to do them or they won’t work. They’re all cast with a specific gesture with her left hand and calling out the name of the spell. And they use ambient mana, not the energy generated by her soul. Fortius is a shield of force that augments her Effigy Robes. The gesture is pressing her hand to her sternum. Libertas is commanding the wind to carry her aloft. The gesture is her hand outstretched to her side. Aerus Servinius makes wind-based telekinesis happen with a literal wave of her hand. Castillius sees her slap her hand to the ground to make fields of protective force rise up from it. Sensus Displacius has her slap the heel of her hand against her forehead to literally displace her senses. All the names can’t be winners. She doesn’t have a magical tradition, at least not in the traditional (heh) sense. She appears pseudo-Hermetic, but that’s only because of the Western pop cultural version of Hermeticism being so pervasive. She technically didn’t have to use dog-Latin and a fancy gesture, but that’s what wizards do, right? And libraries are free. So her power stunts with her “Wizardry” array are going to be very basic and unsubtle. No Concealment, Incorporeal, or attack powers. Tactically, Wilona prefers the direct approach. Move action Startle, +4 All Out Attack with Pyrus. One opp, smacked down. Mmmmaybe throw in +4 Accurate Attack if they have like, only human durability or something. Infernus works well for groups, and Pyroboltia also synergizes well with a successful Startle. Her other spells are for utility and support, which is not really something her partnership with Naomi has seen her doing a lot of. Still, provided she hasn’t been ordered/commanded/whatever to do it, she has no problem sliding to a support role. Flight is very useful for staying out of melee range. So many ugly beasties want to rip your face off. As for power stunts, she has a couple Dazzles (in single target and perception area varieties) and a single target Snare (made of solidified fire, somehow) possible for Pyromancy. For “Wizardry” it’s a bit more complicated. Basically, the spells in it are successful ideas she’s tried out and practiced until they consistently worked. They’re quite literally the only ones she knows. So under normal circumstances, she’s incapable of power stunting with her “Wizardry” array. What would change this is exposure to another magician. She’d have to witness them doing something she can’t. Then and only then would she be able to power stunt her own version of such an effect. Given, of course, that it wasn’t something too subtle or an attack power. Complications: The Building’s On Fire, And It’s Probably My Fault: Wilona is a pyromancer, a fire sorcerer. And she’s not a particularly subtle one. It’s not impossible that she’ll set something on fire she didn’t intend to when she misses with a Pyromancy array attack. Like the building she’s in. Or the forest. Or the-you get the point. A GM may aware a Hero Point for triggering this. Yay, New Burn Scars: Her pyromancy cuts both ways. She is not immune to fire at all. Repeated use of it without breaks can cause her to start to overheat and burn. Extra Effort or several rounds consecutive use can add extra Bruises and/or Injuries, Daze/Stun her for a round, or anything else a GM might think up. Naturally, a Hero Point is awarded if this occurs. 404, Mana Not Found: Her other magic relies on ambient mana found in the world. If she’s been using them heavily, she’s in a barren wasteland or something (since mana comes from living things), or some other reason that makes sense, there can just not be enough mana around for them to be used. A GM may aware a Hero Point for triggering this. Temper, Temper: While Wilona’s temper isn’t as easy to trip as she pretends, it is truly volcanic in nature. Like most people, she can normally keep a lid on it. However, harming Naomi, trying to outright control Wilona herself, or just doing something incredibly evil in her presence are all excellent triggers. In such a state, she is completely irrational and likely trying to do her level best to completely incinerate the target of her rage whether or not this is possible, anyone is trying to stop her, or is even a good idea. A GM may award a Hero Point for this complicating everyone’s lives further. Abilities: 0+2+4+10+0+10=26 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 20 (+5) Wisdom 10 (+0) Charisma 20 (+5) Combat: 6+6=12 Initiative: +1 (+1 Dex) Attack: +3 Base (+4 Ranged, +8 Pyroboltia) Grapple: +3 (+12 Aerus Servinius) Defense: +4 (+3 Base, +1 Dodge Focus, +2 Flat Footed) Knockback: -10 w/Force Field & Robes, -5 no Field, -1 with neither Saving Throws: 2+3+12=17 Toughness: +12 (+2 Con, +4 Protection, +6 Force Field); Impervious 8 Fortitude: +4 (+2 Con, +2) Reflex: +4(+1 Dex, +3) Will: +12 (+0 Wis, +12) Skills: 48 SP= 12PP Concentration 12 (+12) Intimidate 10 (+15) Knowledge (arcane Lore) 5 (+10) Language 2 (Latin, Spanish, English Native) Notice 5 (+5) Sense Motive 5 (+5) Stealth 4 (+5) Survival 5 (+5) Feats: 40PP Accurate Attack All Out Attack Attack Focus (ranged) Dodge Focus Luck 2 Power Attack Precise Shot Second Chance (concentration checks to maintain powers) Sidekick 30 (Invisigirl) Startle Powers: 73PP (All powers have “Magic” as a source descriptor. Effect descriptors are noted where necessary) Array 13 [26 PP, Feats: Alternate Power 3] (Pyromancy, all fire effects) [29 PP] Base Power: Blast 12 (Feats: Improved Crit 2) (Pyrus) [26/26PP] Alternate Power: Blast 8 (Feats: Progression, Increase Area 2; Extra: Burst Area [40-200 ft radius]) (Infernus) [26/26PP] Alternate Power: Blast 8 (Feats: Accurate 2; Extra: Autofire) (Pyroboltia) [26/26PP] Alternate Power: Move Object 12 (Extra: Range [perception]; Flaw: Limited [to Fire]) (Fire Control) [26/26PP] Array 9 [18 PP, Feats: Alternate Power 2] (“Wizardry”) [20 PP] Base Power: Move Object 6 (Extra: Range [Perception]) (Aerus Servinius) [18/18PP] (air/wind effect descriptor) Alternate Power: Create Object 6 (6x5’ cubes; Extra: Impervious) (Castillius) [18/18PP] (force effect descriptor) Alternate Power: ESP 6 (Visual & Auditory, 20 mile range) (Sensus Displacius) [18/18PP] Device 2 (10PP Container, Flaw: Hard to Lose) (Effigy Robes) [8PP] 25DP Total Protection 4 (Feats: Quick Change, Subtle; Extra: Impervious) [10DP] Flight 3 [6PP] (Libertas) (air/wind descriptor) Force Field 6 (Extra: Impervious 4) [10 PP] (Fortius) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +3 Melee 15 Toughness Damage Pyrus +4 Ranged 27 Toughness Damage Infernus N/A, Area Ranged 18 Reflex half, 23/19 Toughness Damage Pyroboltia +8 Ranged 23 Toughness (Autofire) Damage Abilities 26 + Combat 12 + Saving Throws 17 + Skills 12 + Feats 40 + Powers 73– Drawbacks 0= 180/190
  22. Hi guys! Just running an idea up the flagpole to see if anyone salutes it. I had this idea that Lulu would like to take a skip year after graduating from Claremont to take a little bit of time to explore the world and maybe figure out what she wants to do with herself before starting college in 2022. Would any other Claremont grads be interested in doing this? I don't know if it would be one-shot adventure or a series or what. One idea that occurs to me is maybe seeing Europe via train? And no, this has nothing to do with my obsessively watching trade videos during the pandemic ? Just want to see if anyone else is interested ?
  23. In some ways, going to Claremont Academy was like going to any high school. There was plenty of academic work, meals in the cafeteria, sports, dances, all the same drudgery and fun that any teenager could expect from their education. In other ways, though, it was very different. Not all students, for instance, got signed up to do after-school study with members of the Freedom League! Patrol with the Freedom League was something of a pilot program this year. The Claremont students got to experience patrolling the city with experienced heroes who could offer tips and answer questions, and the League members got to serve their community and build ties with the school. It seemed destined to be a winning combination. At least, Stesha certainly hoped it was going to be. Fleur de Joie had been a vocal proponent of the program, and she was eager enough to see it succeed that she volunteered to take the first patrol shift. When she'd gotten the profiles of the students she'd be working with, well, it had been easy to decide who she'd ask to work with her. Tiamat seemed a natural fit, and it would probably be very entertaining to watch her interacting with the kids. Claremont patrols started fairly early, around 9pm, so at 8:45 Stesha was waiting outside the school gymnasium, wearing her costume and browsing through the League's text-tip line to see if anything might be brewing tonight. "Well, here we go," she murmured to Tiamat while they waited for the students. "Ready to teach the next generation?"
  24. Electra

    Take a Breath

    Danica was not a fast walker under the best of circumstances, but she did have a way of getting a crowd to part effortlessly for her, even without anyone noticing it happening. She walked with Elena out of the crowded Valentine's Day party and into the deserted hallway outside the gym. From here the music of the party was still faintly audible but the noise level was much reduced and the air was cooler and fresher. Most students entering and leaving the party were using the outside doors, so they weren't likely to be disturbed here. "How are you doing?" Danica asked, all friendly concern.
  25. January 2021 Claremont Academy now the family is parted; will it be complete one day? The red SUV looked like any other car pulling into the Claremont drop-off lot this January as students returned from the end of their holiday break. It was a full two months since the whole entire goshdarn world and parts of space beyond had found out what Judith Claudia Cahill was, even if the fact that the President's daughter was a Claremont student was a rather more closely guarded secret than most people would imagine. Judy stepped out of the SUV, her denim dress almost brushing the snow-dappled ground, with a black cat-faced backpack on, her Bible tucked under her arm, and her trusty bodyguard at her side. She'd admitted being scared in the car, scared to death as a matter of fact, but as she and Ashley exchanged a smile she decided she was ready for her very last semester of high school. No more secrets now she thought as she turned and led the way onto Claremont's campus, a pink-haired Ashley following.
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