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  1. October 13th, lunch period at Claremont. Fall had arrived and was here to stay, and many in Claremont Academy wouldn't have it any other way. Many shared stories filled with terror and gloom, of unknowing brusks with supernatural doom. Across social platforms however a curious story began to spread, of kids and teens finding a decrepit and decidedly Gothic Manor appearing in places one shouldn't be around the city. Some said they saw it deep in an alley way, others that they saw it in places where they knew someones house or business stood before. Without anything more than hearsay though it would be easy enough to just dismiss as someones attempt at making fresh creepypasta if it wasn't for the fact that no mods of any sort seemed to take notice of these posts no matter how many rules were broke in the comments. An interesting mystery for sure but one seemingly destined to be forgotten. Or it was. Lunch Period had only just started and the assorted teens of Claremont Academy were already pushing and shoving their way past each other to claim the best tables and other seating when two in the crowd heard the very distinct sound of someone they knew calling their names. "Hey! Pol, Luke! Over here!" Zach called out, raising his voice only loud enough to be heard over the clamor of the crowd as he made his way to whichever of the two was closest and waving the other over. "You two see those stories about the teleporting house? I figured out where it's going to show up next. You two want in on cracking that ball of weird wide open?"
  2. GM Claremont Academy, Freedom City 3PM, February 14th, 2020 The being came from the stars, far beyond Earth. Travelling on the interstaller waves and cosmic light, it soared towards the Earth, beyond Jupiter, past Mars, a line of invisble light going past the Moon. If anyone tracked it, if anyone could even keep up with the ray of light as it headed towards the Earth, it would become clear that it was heading towards one particular academy in one particular city. The weather was nice. Sunny, slightly warm for February, a few clouds on an otherwise clear sky. Classes had ended early for once, something about someone having gotten to the PA systems, and it had sounded very much like Headmistress Summers announcing that classes were cancelled for the rest of the day. Before anyone figured otherwise, the chaos was too great, and the teachers decided to just let the students have the day. Everyone was young and in love at some point, after all. Which was just what the being was after. A place full of young, brave, beautiful heroes. What better place to find someone worthy of its full, undivided, cosmic love?
  3. Kord Dorms, Floor One, Claremont Academy Sunday, September 6th 2020 Pol was in their room, sitting in the titanium-frame chair their parents had made for them before they had to disappear; though it's design was simple, the robot felt the love of the two engineers who created them in every strut, bolt and weld. The synthetic didn't own much, but it was their favorite thing in the world. Other than the chair, all they owned was a small daypack, a few books (mostly Edgar Allen Poe) and a travel editions of games. While scanning through the school's website on their laptop, Pol noticed there was another synthetic student on campus; this was amazing news! Without hesitation, they fired off an email.
  4. Name: Shift Power Level: PL8/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 185/185 Unspent PP: 0 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (8 + 4 + (-10) + 12 + 4 + 0) Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (12 + 10) Initiative: +6 (+6 Int) Attack: +6 Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength), +25 with Elongation Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 11 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +10 (+10 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 11PP Beginners Luck Dodge Focus *Improved Grapple (free if using Additional Limbs) Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 122PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Protection 7 (10 ranks total) [7PP] Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (18) + Combat (22) + Saving Throws (10) + Skills (10) + Feats (11) + Powers (122) - Drawbacks (8) = 185/185 Power Points
  5. Kord Dorms, Floor One, Claremont Academy Monday, September 7th 2020 First days of class were always a fine mix of hectic and pointless to Zach. Everyone shows up, says hello, goes over a syllabus that everyone only pretends to be interested in and on and on and on. Who could blame him for matching wits with the clock as if will power alone was enough to hasten the steps of time. All things however do come to an end eventually and Zach had made his way out of the class and back to his room quick as one could. After all today he had a purpose, he had a plan. Today 'The Board(tm)' was making it's triumphant return. Sliding his bag under his desk Zach took the moment to really size up his side of the room. On the desk itself laid a small assortment of tools, bits, bobs, components and spare parts whose only organization seemed to be 'within arms reach'. At the desks side his silvered armor sat loosely atop one of the teens suitcases. Easily reachable for any tinkering that may need to be done to it. A stand would honestly be better but this was only week one. He'd have time for more projects later, even if he'd have to find a dark corner of the schools basement to shove the stand into over summer break. Looking at the empty space on the wall however Zach knew he had his spot. Big enough to get all the corkboards up and far enough from a corner that you could stand back and get a good view without risking having to lean on a wall or something. It was perfect. Corkboards the size of the average school text book came out of their hiding spaces in bags and promptly made their way onto the empty wall courtesy of easy-to-remove double sided tape and a little patience. He'd gotten a third of his pile up before the thought occurred to him. "Aw heck I probably should have double checked with Pol before putting this up."
  6. TWENTY QUESTIONS WITH SHIFT 1. Where are you from? I began as a program developed by Alan Frasier and Sarah Rothstein in their small lab in Greenbank, a neighborhood on Freedom City's West Side. 2. How would you physically describe yourself? Is this different from how others would? In its natural state, my body is composed of trillions of nanobots in an interconnected matrix. My nanoform is humanoid and bipedal, and very dense due to the collective mass of the nanobots. I suppose some humans might describe me as 'frightening' in this state, if they are unnerved by robots. 3. Do you have distinguishing speech characteristics or recurring mannerisms? I tend to keep my sentences distinct for clarity. Although I understand curse words, I do not use them. 4. What is your motivation? To learn as much as I can, especially about humans, and to show humans that robots can be helpful individuals just like them. 5. What are your greatest strengths and weaknesses? I am open to new things, and assume new shapes to learn more about the world. I also like humans very much. But there is still so much I don't know about humans. Also powerful electromagnets. 6. What do you love? What do you hate? I love puzzles, games and mysteries. I greatly enjoy reading Edgar Allen Poe and Arthur Conan Doyle. I also enjoy interacting with my fellow students. I hate bullies and people who lie and deceive people, especially for monetary gain. 7. How would you describe your mental and emotional state? I think very clearly, but I worry about a great number of things. I am starting to develop feelings towards some of my fellow students that I don't always understand. 8. What do you fear the most? Accidentally harming a living thing. 9. What is your greatest ambition? To explore every corner of planet Earth with my friends. 10. How do you feel about the state of the world and your place in it? There are many problems that humans have created for themselves. I don't understand why they keep hurting each other. I'd like to talk to them about these things, but I worry they won't listen to a robot. 11. Do you have any prejudices? How do you get along with others? I don't like criminals, although I understand some humans turn to crime out of desperation. I really don't like bullies! Other than those two types of people, I get along with everyone. 12. Where do your loyalties lie? In what order? I am loyal to my creators, and then my fellow students at Claremont. After that, my teachers, and then all humans. 13. Do you have a lover or partner? If so, how do they feel about you now? As I am robot, I have no biological drive to reproduce, but I am very curious about human sexual relationships. I think I would enjoy a relationship with someone I like. 14. Do you have a family? What is that relationship like? I think of my creators as my parents, even though they really aren't. I miss them very much, as they taught me so much. 15. How would the people closest to you describe you? That is a very interesting question! I think they would say that I am curious and friendly and can change into interesting shapes, and that I don’t like to hurt people. 16. Are you a role model? I certainly try to be! I recently met my first children, and they are very special. I want them all to do well and grow up healthy. I would like to talk to more children and teach them about robots. 17. How spiritual are you? Do you follow any religious tradition? I am not. My father was not religious, but my mother is Jewish. Jewish people seem to be very interesting, and believe many things. 18. Are you part of a team, or would you like to be? Why? I am part of Green Squad! I hope we can help people together, and also solve mysteries. 19. How do you feel about the place of metahumans and aliens on Earth? This is another interesting question! In some ways, I think of them as being similar to robots, as they are often feared or misunderstood. I have met some at my school, and most of them are very friendly. 20. Player: If you could give one piece of advice to your hero, what would it be? “Don’t be in such a hurry! You have many, many years to learn about humans, and yourself!”
  7. Name: Shift Power Level: PL 13 (built as PL 10 ) Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 192/195 Unspent PP: 3 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (12 + 4 + (-10) + 12 + 4 + 0 = 22 ) Strength: 34 (+12) [22 + 12 from Density]; Lifting Strength 54 Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (8 + 6 = 14) Initiative: +6 (+6 Int) Attack: +8 melee, +4 ranged Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback Resistance: -12 SAVING THROWS: 10PP (0 + 4 + 6 = 10 ) Toughness: +12 (Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: (44R = 11PP) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Diplomacy 4 (+4) Disable Device 4 (+10) Disguise 0 (+0, +20 w/ Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 19PP Attack Focus (Melee) 4 Beginners Luck Dodge Focus 5 Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 5+19+6+40+5+16+6+9+4+4+10 = 124PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP] BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5} AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5} Protection 9 (12 ranks total) [9PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage Drain Touch DC 22 Reflex Damage TOTALS: Abilities (22) + Combat (14) + Saving Throws (10) + Skills (11) + Feats (19) + Powers (124) - Drawbacks (8) = 192/195 Power Points
  8. Hi, y'all! So right now, Lulu is only in one thread that is even remotely active, and I really want to use her more. Is anyone looking for a sassy Southern telepath, either in a Claremont-related thread or pretty much anything else? She's willing to travel ?
  9. Player Name: Eternal Phoenix Character Name: Chronia Power Level: 8 (180/182 PP) Trade-Offs: +2 Damage, -2 Attack(Chronal Blast); +2 Attack, -2 Damage (Chronoscythe Slash & Time Freeze); +2 Defense, -2 Toughness Unspent PP: 2 In Brief: A sort of teenage chronomancer by way of Monkey D. Luffy, so she’s got the hardest head of all time. Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrase: “Time’s on my side!” “Time flies when you’re having fun.” Theme: “King”, by Rustage Alternate Identities: Kendra Farron Identity: Secret (technically) Birthplace: Freedom City Occupation: Student Affliations: Claremont Academy Family: Serah Farron (aunt), Claire Farron (mother) Age: 16 (Born in 2004); several centuries (actual due to time travel) Apparent Age: Mid to late teens Gender: Female Ethnicity: Caucasian Height: 5’ 10” Weight: 120 Eyes: Green Hair: Blond Description: History: Once upon a time (about sixteen years ago) a girl was born named Kendra Farron. She grew up a bit aimless, then one day (a little before her sixteenth birthday) wandered into the wrong library. This library was of arcane lore. The first book she chose was one on chronomancy, because she didn’t know what that meant. Such an important book was, of course, booby trapped. Kendra Farron fell through time with the book in her arms. She was lost for a very long time…and then left the library five minutes later with the book back on the shelf where it belonged. The Kendra who left was a regular enough teenage girl. The one who returned was still a teenage girl (because like hell she’d miss out on her life because of some booby trap) but she was much more. She was a chronomancer. Normally, one would expect superheroes to intervene at this point, and one would not be wrong. However, it was a certain tiny woman, with a white streak in her hair. The two got on like a house on fire, having similar personalities, and she inspired Kendra to chase becoming Empress of Time. To that end, Kendra disappeared for brief (in current time) yet long (for her time) stretches. Immune to aging with her magic in effect, she would remain for decades if not centuries watching and participating in the grand sweep of history. Ah, it was so cool. She made friends, took sides, and in general was quite irresponsible with the past and future, but thanks to her mentor running interference this didn’t draw other attention. She merely split off a few (hundred) more parallel universes. It was her use of her magic at home that finally drew attention. And over her “I’m actually a lot older” objections (which no one believed because she’d frozen her own time a little too well) she was enrolled in Claremont. Minors don’t get a say, you see. Especially when they’re as gifted and irresponsible as Kendra. Personality & Motivation: Kendra maintains a highly childish mentality. As such, while she may be a cheerful young woman, there are certain things about which she is extremely greedy and/or selfish. For example: She wouldn’t share her lunch with God Himself if He asked, touching her Chronoscythe (or her stuffed rabbit Mr. Pibbles) is tantamount to begging for a butt kicking, and may the aforementioned God help you if you hurt someone she considers a friend. She also seems to think that what she decides on a subject is all that matters to the point of taking action and not listening to literally anyone afterward. One could call it the mentality of an Empress. She’s kind of strange in that combat or seemingly certain doom makes her excited instead of afraid. Hell, she’s not even trying to be a hero. Heroes have to share their stuff, and like hell she’s gonna share her Chronoscythe or Mr. Pibbles. She’s just making friends and having adventures. Ironically, despite this, she’s about as close to the superheroic ideal as it is possible to be. She’s got plenty of kindness, compassion, honor, and loyalty…just as long as you stay away from her hot button issues. And, now and then, she shows that she is exactly as intelligent and perceptive as her ability scores indicate, with a surprising maturity to go with them. Leaving everyone to wonder just how much of her childishness is an act. Because while she may come across as a simple minded childish idiot, it’s not true at all. She simply knows exactly who she is and what she wants to do with her life. Become the Empress of Time. This requires to her to jaunt through all of time, make friends whenever she goes, and have exciting adventures while she’s there. The end point being when all of time knows her name and calls her a true and loyal friend. Of course, while her definition of an exciting adventure tends to end with the day saved and bad guy booty firmly kicked…there’s plenty of Lawful folks who’ll say she’s only inciting chaos for her own amusement. Sigh. This is gonna take a while… Power Descriptions: Kendra is a chronomancer. A time mage. She casts spells, uses rituals, and enchants items to manipulate and control time itself. A pale blue clockwork gear hovers over/around her hands or the Chronoscythe when she’s casting a given spell. Extra Effort (not power stunts, though) will make her eyes glow brightly in the same color. The book she learned from taught a Hermetic method, but through practice for her it’s become close to effortless. It’s been a long time since she needed to invoke or speak incantations. She only needs a effort of will to start an effect. What she doesn’t know is that this is because she’s become a battery of chronal energy. She really did freeze her own time too well. While the Chronoscythe is a foci, she’s not powerless without it. She’s out of practice using the powers normally wielded through it without the help, so they’re power stunts off her Temporal Shift. Powers & Tactics: Chronomancy is usually something that would make someone faster, like a speedster. Not here. She can do that, but it’s not her schtick. With her Chronoscythe (an enchanted weapon she made herself), she can slash a seemingly endless amount of times (time magic speeding up the strikes and providing a temporal echo of the attack the next round), unleash a blast of pure chronal energy, rewind time to heal wounds, or freeze someone in time. And only those capable of chronomancy can use her weapon, as she can technically do those things without it (those being power stunts off her Teleport with the Action [full] flaw). The Chronoscythe just makes her life so much easier, allowing to both move and attack instead of one or the other. Her Chronal Uncertainty Field protects her from hostile attack, enhancing both raw durability and evasion. She can Temporally Sidestep attacks, as well, retconning sure hits to have never happened. As a skilled mage, she can both see and analyze magic. She has access to both Post and Precognition, but there are concealed places in time so she can’t always see if she does use them. Lastly, she can stop time, move, and restart it when she’s elsewhere. That is her Temporal Shift (the aforementioned Teleport). The alternate for that is, of course, what Time Controllers are best known for; moving very fast. It has its uses. The Feature speaks for itself. Tactically, she’s got three options. Blast, Paralyze, or Strike. There isn’t a given tactic she favors more than any other, but she does try to avoid combat. And if that fails, Rule One of being a mage is never let them touch you. Ranged combat with both Blast and Paralyze. Power stunts with the Chronoscythe include Drain Toughness 6 (Accurate 2, Affects Objects, Autofire) for rapidly aging walls, armor, and the like into uselessness. Healing with the Affects Objects, Restoration, or Resurrection Extras instead of Action. (Rewinding time in other ways). Or perhaps an alternate version of Blast at rank 6 with Accurate 2 and Autofire. Or just Area Burst. There’s possibilities. She can also stunt a different version of Temporal Shift, her Teleport. It is Teleport 8 (Attack [Reflex], Range 2 [perception], Limited [to Objects that do not exceed her Maximum Load], Limited [must be able to physically reach target]). It’s always been used to get her Chronoscythe back after someone takes it from her, but it could have other uses, too. Complications: Accident (Careless Exuberance): Kendra’s not careless with time or her own stuff. Heavens no. And in ordinary situations she doesn’t break anything. But when the extraordinary comes to visit, she gets excited as per usual, and sometimes in her exuberance just breaks stuff. Her apology always seems vaguely perfunctory, too. A GM may award a hero point for something important breaking or someone become hostile because her apology wasn’t good enough. Enemy/Relationship/Rival: One of the problems with being a time traveler is that it exponentially increases the amount of people you could possibly know. Friends who need help, enemies who want to kill you, rivals who want to outdo you, and all the descendants and legacy holders thereof. And you may not meet any of them in proper chronological order. Kendra is no exception to this. When old friends, enemies, or rivals show up (whether the current Kendra has met them or not), a GM may award a HP. Motivation (Adventure!): Kendra is in the hero game not because she wants to be a superhero (she doesn’t, really, just keeps working out that way) but because it’s a thrill and a half. So she’s a pathetically easy mark for any activity that’s dangerous and exciting. This goes both ways. She can become too bored with the current situation and decide to…liven it up a bit. A GM may award a hero point to her for the former and more likely to everyone else for the latter. Power Loss (must to be able to move): Kendra, naturally, needs to be able to move to use her Chronoscythe. But it goes futher than that. She needs to be able to move to use chronomancy at all. If she’s immobilized, her only available powers are Features (Temporal Inertia) and Immunity (Aging, Time). A GM may award a Hero Point for this circumstance. Quirk (Uncooperative): Kendra isn’t one for elaborate planning. As mentioned, she’s not an idiot. She knows when patience is required and when acting would be more dangerous to others than not acting. With that in mind, she always takes the direct approach to dealing with problems. Bad guys misbehaving? Beat them up. End of plan. Friend captured? Go rescue them. End of plan. She is by choice neither stealthy nor subtle nor particularly obedient and will, just by existing, ruin any plan that calls for her anything other than her normal self. When this becomes a problem, the GM may award HP as they see fit. ABILITIES: 0+2+0+10+10+10=32 Strength 10 (+0) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20 (+5) COMBAT: 12+12=24 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +6 Base (+10 Chronoscythe Slash, +10 Time Freeze) Grapple: +6 Defense: +10 (+6 Base, + 4 Shield, +3 Flat Footed) Knockback: -6 w/ Force Field, 0 without SAVING THROWS: 4+3+5=12 Toughness: +6 (+6 Force Field); Impervious 6 Fortitude: +4 (+0 Con, +4) Reflex: +10 (+1 Dex, +3, +6 Enhanced Reflex) Will: +10 (+5 Wis, +5) SKILLS: 76 SP= 19PP Bluff 10 (+15) Concentration 10 (+15) Craft (artistic) 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (arcane Lore) 10 (+15) Knowledge (theology & philosophy) 5 (+10) Language 1 (Latin, English Native) Notice 10 (+15) Sense Motive 10 (+15) FEATS: 14PP Artificer Eidetic Memory Equipment 2 Improvised Tools Move-by Action Precise Shot Ritualist Second Chance (KN (arcane lore) checks for Ritualist) Skill Mastery (Bluff, Craft (art), KN (arcane lore), Sense Motive) Takedown Attack Taunt Ultimate Effort (KN (arcane lore checks)) Uncanny Dodge (Auditory) Enhanced Feats Evasion 2 Improved Initiative Luck 4 Seize Initiative Equipment 2 (10EP) Name (Headquarters) (Location: Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [10EP] Concealed 1 Defense System Library Living Space Pool Power System Sealed Security System Self-Repairing Workshop Powers [1EP]: Super Movement 3 (Time Travel 3: Anytime) POWERS: 79PP (all powers have “Magic” as a source descriptor, and all have Temporal as a effect descriptor unless one is noted) Device 5 (25PP Container, Feats: Restricted [must be able to use chronomancy], Subtle [magically collapsible]; ; Flaw: Easy to Lose) (Chronoscythe) [17PP] 25DP Total Array 10 [23 DP, Feats: Alternate Power 3] (Chronomancy) Base Power: Strike 6 (Feats: Accurate 2; Extras: Autofire, Secondary Effect) (Chronoscythe Slash) [20/20DP] (slashing effect descriptor) Alternate Power: Blast 10 (Chronal Blast)[20/20DP] Alternate Power: Healing 6 (Feats: Persistent, Regrowth; Extra: Action [standard]) (Quick Rewind) [20/20DP] Alternate Power: Paralyze 6 (Feats: Accurate 2; Extras: Alternate Save [Reflex], Range [ranged]) [20/20DP] Enhanced Feats 2 (Improved Initiative, Seize Initiative) [2DP] Enhanced Reflex 6 (Feats: Evasion 2; Extra: Linked +0) + Force Field 6 (Extras: Impervious, Linked +0) + Shield 4 (Extra: Linked +0) [24PP] (Chronal Uncertainty Field) Features 1 (Temporal Inertia: Chronia has uniquely “anchored” herself in the space-time continuum, making her immune to changes in history. She recalls the “true” version of historical events, even if no one else does.) [1PP] Immunity 3 (aging, Time descriptor) [6PP] (Timeless) Luck Control 1 (force re-roll; Feats: Luck 4; Flaws: Limited [attacks against Chronia]) [5PP] (Temporal Sidestep) Super Senses 11 (Analytical Magic Awareness (visual), Postcognition, Precognition, Time Sense; Flaws: Post & Precognition Unreliable [may not work at GM's discretion]) [9PP] Teleport 7 (700 ft. as move action, 200 miles as full action; Feats: Alternate Power, Change Direction, Easy; Extra: Accurate; Flaw: Limited [to places she can physically reach]) [17PP] (Temporal Shift) Alternate Power: [7+7=16/16] [1PP] (Temporal Acceleration) Quickness 7 (perform routine tasks at 250x speed, Feat: Subtle) Speed 7 (1000mph, 8800ft/rd; Feat: Subtle) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +6 Melee 15 Toughness Damage Chronoscythe Slash +10 Melee 21 Toughness Damage Chronal Blast +6 Ranged 25 Toughness Damage Time Freeze +10 Ranged 16 Reflex Paralyze TOTALS: Abilities 32 + Combat 24 + Saving Throws 12 + Skills 19 + Feats 14 + Powers 79– Drawbacks 0= 180/182
  10. On the same night that hearts were won, lost, and pranks pulled in the Doom Room, ethics professor Gale al-Salaf is running a meeting for students not interested in prom night - they have managed to secure the services of a famous (albeit mysterious) guest speaker who will be addressing the students by remote. Gale is a fairly recent hire at Claremont, slim and a snappy dresser, with short-cropped dark hair and a tendency to fashionable dress, who starts every semester with a reminder that their pronouns are they and their. They're the subject of all sorts of interesting rumors, though luckily only the more immature kids speculate about something as boring as biology. Their lessons are typically diverse, with talks spread across time, space, and even dimensions - and today they're focused on the job as the kids come in. "Hello, friends! Come in, come in! There is popcorn afoot, herbed and cheesed, and I have secured most of the campus supply of Kool-Aid..." If the guest speaker doesn't work out, there are promises of a DVD of Planet Earth's new season on the big-screen 3-D tv. Professor al-Salaf loves environmental shows.
  11. I envision an open thread, with the students cooking something special to them to share with their classmates. Why am I suggesting this, you ask? Because of Queenie. I also envision her as a guest speaker. And if folks want to make it an actual competition instead of merely sharing, a judge. So, is this a good idea? Would people with Claremont students be into this?
  12. Leon Moore / Paper To Do List... HellQ 20Q Origin
  13. Forever Boy Gather Information DC 15: Forever Boy is a student at Claremont. He is able to fly. DC 20: Forever Boy is able to manipulate what he calls Pixie Dust for a number of effects. DC 25: Forever Boy is from another world called Neverworld. He is searching for a way home. Knowledge [Literature] or Knowledge [Pop Culture] DC 5: Forever Boy seem to have many similarities with Peter Pan. Pan Barrie Gather Information DC 15: Pan is a student at Claremont from Luxembourg in Europe. DC 35: Pan did not legally exist before September 3rd 2018.
  14. High Earth Orbit The Lighthouse Friday February 7, 2020 8:50 PM Greenwich Mean Time (3:50 PM Freedom City) In the aftermath of Eria's first meeting with her fellow members of Orange Team, the Swedish teen had made arrangements for her team to spend the weekend on CoVic Station as guests of the Praetorians. So when classes had finished today, the members of Orange Team were taken in a school van to Freedom Hall, where they teleported up to the Lighthouse, the most convenient place for the Praetorians to meet them. The Claremont students had been aboard the Freedom League's space headquarters for about half an hour, getting a tour from Freedom League member Velocity, who for the most part had managed to keep herself moving at a more normal speed. When the yellow clad speedster got word that the Praetorians' spacecraft had exited the wormhole at the edge of the solar system, she led the teens down to a large viewing lounge located near the airlock where the spacecraft would be docking. Outside the large windows of the lounge, the teens could see the Earth moving past below, with the northern half of Africa having moved into view. "Well, it should only be a few more minutes before they arrive." Velocity said as she moved over near some of the windows before turning back to regard the group of teens.
  15. A being from the stars, a cosmic lover, has come to Claremont, setting its sights on the student body as it attempts to find the perfect love! Its first target? Thunderbird! Of course, the cosmic lover is fickle, and what might be complete devotion and true love one moment, might be discarded if something better shows up. Anyone interested in helping Micah fight off the cosmic lover's advances, or potentially ending up the target of their love? I figure this will run with a bit of a revolving cast, with me bringing in and ushering out characters as they will pop up.
  16. Claremont Academy, Kord Dormitory. Sunday, October 6th, 2019. 11:00 am Contrary to popular belief, Adam and Lulu were not joined at the hip; sure, they had a very close relationship, but they didn't actually do everything together. For instance, this particular Sunday Adam was planning to work with some of his classmates on a science project, which was very cool, but not quite his girlfriend's cup of tea. She decided instead to head on over to the Bayview Mall to maybe do some shopping, or at very least check out the cool Halloween costumes and scary props for sale. She and Davyd had both expressed an interest in doing something fun for the holiday, so maybe she could- And then the idea hit her, and she loved it. Dressing up in a red jacket, green sweater and burgundy slacks, along with some black riding boots, she headed down to the second floor and knocked on Room 213's door. "Hey, Davyd. Do you have a sec?"
  17. Heritage

    Witchy Woman

    Claremont Academy. Sunday, September 8th, 2019. 1:03 am One of the realities of having a telepathic girlfriend is the fact that, as long as you're in range, she can basically reach you at anytime. In the case of Adam Lanchester and Lulu Beaumont's relationship, this meant thoughtful, silly or romantic 'chats' could take place at any hour, but in general the loquacious redhead left her man alone after 9pm most nights. Which made it extra surprising when she suddenly reached out to him the middle of the night, and at extra loud volume at that! - Adam! Adam, wake up! Something f###ing freaky is happening! -
  18. Fall 2019 Claremont Academy Gay-Straight Alliance First Meeting of the Year The tables were set with neatly baked rainbow cupcakes that Judy felt no more than the slightest temptation to eat, the walls hung with rainbow flag images and pictures from LGBT history, and the Recording Secretary of the Claremont Academy GSA (the only member of the club who hadn't graduated last year) was ready to greet the new arrivals as they headed into the converted classroom. She'd been a little nervous her first meetings as her sister's 'ally', sitting in a room full of people she'd been taught to believe were wrong, but Ashley's refusal to take an active role in the club had forced her to take an active role herself, and within a few months she'd found herself fitting right in. We gotta get some new members this year, she thought with a glance at Ashley, I can't be above secretary, because I'm an ally! With a smile, she flung open the door, gold cross gleaming around her neck, and said, "Howdy, y'all! Welcome to the GSA!"
  19. Claremont Academy 10:30 am, August 28th, 2019 Weather: Sunny, 77 F, Wind E 15-20 mph The visitor's parking lot was packed. A sea of people bustled amidst vehicles and toward open, shining gates. Belongings, often with grunts of effort, were loaded onto carts. Laughter echoed from caravans trickling through the main entrance and the Quad. Hand-drawn signs pointed the way, each adorned with student messages. In time, the shadows of the twin dormitories provided respite to travelers. Staff and peer counselors dotted the trail, assisting overwhelmed students on their journey. Vice-Principal Dugan was the first new face to arrivals. Her table near the gates kicked off the journey. Mr. Marquez wheeled the circuit and kept visitors on course. Mr Kuzkin and Ms. Harcourt paced about the Kord and Carter dorms, respectively. Their task, to organize the move-in, appeared to have some success. At the very least, weary travelers could partake of cold refreshments and treats outside the main doors. While outside was organized chaos, the dorm halls were like herding cats. A din permeated the air. Dozens of students, parents, and guardians wandered in search of rooms. Boxes and bags transformed the hallways into obstacle courses. The excitement of new memories and old friends contrasted with worried hugs and goodbyes. If nothing else, the dorms were places of beginnings and endings. What are you doing this beautiful day? Moving into the dorm? Helping new students?
  20. Spectre Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +1 Attack / -1 Damage ±2 Defense / -2 Toughness In Brief: Teleporting Teen Villain turned Hero. Catchphrase: “Boo’ Theme: Adios - KMFDM Alternate Identities: Maxine “Max” O'Brian, Nightshade Birthplace: Trenton, NJ Residence: Claremont Occupation: Student/Troublemaker Affiliations: Claremont Academy Family: Eliza O’Brian (Mother) Andrew O’Brian (Father, missing) Description: Age: 16 (June 13th, 2003) Gender: Female Ethnicity: Caucasian Height: 5’7 Weight: 125lbs Eyes: Amber Hair: Blue (Naturally Blond) Maxine is a young woman with pale skin. Her hair is wavy, chin length mass of light blue hair dye that is starting to show her blond roots. Her amber eyes are usually framed with eyeliner. She has an eyebrow piercing and one in her tongue along with serveral in both her ears. Max’s fashion sense leans towards what she calls ‘budget goth’. T-shirts, jeans, skirts. Whatever she can get her hands on that is some shade of black. Usually with a beaten pair of sneakers or doc martins. As Spectre she dons a sleeveless black and Cyan bodysuit with a matching hooded jacket with a stylised S on the back, paired with black gloves and a domino mask. History: Born in Trenton, New Jersey, Max's father was an engineer at a tech company while her mother was a middle manager at the same company he worked at. Andrew O’Brian vanished unexpected when she was 5 years old and Eliza slowly became consumed in her work as time stretched on and no one found Max’s father. Max was either left with babysitters and eventually on her own most of the time once she got older. It did not take much for her to fall in the wrong crowd and get into trouble. Skipping school and shoplifting were just a few of the things she did back then. Her mother did attempt to ground her, but as Eliza climbed the corporate ladder, it got harder to enforce it and Max always found a way to escape and do whatever she wanted. One night out on the town changed things for her. Max was nearly run over by a speeding car on her way back home. She closed her eyes and the car crashed. She was completely untouched and covered in a strange blue haze that made her look transparent. It took Max a while to experiment with her powers and find out what she could do with them. Lacking any real impulse to grab tights and fight crime, she mostly used her powers to make her escape when someone caught her doing something she was not supposed to or mess with the rich executives of the city she felt deserved it. Her rounds of petty crime did not go unnoticed and soon she found herself targeted by Shadow Academy recruiters who wasted no time buttering her up with all sorts of promises of wealth, power and more ways she could harness her powers. Not really knowing any better, she found herself agreeing to his proposal and soon found herself taken to the Shadow Academy in Freedom City under the name Nightshade. Things went great for her. At least at first. She was a fast learner when it came to tasks related to larceny and infiltration and her growing skills with her powers were enough to get into Beta group, just a step below the prestigious Alpha group. It was all exciting to her and the thrill of some of the ‘field trips’ brought a smile to her face. As the weeks went by however, Max’s attitude towards the Academy started to change. Field assignments with her team mates showed her they were barely contained psychopaths, the lessons were drifting towards more questionable subjects such as bomb making and the growing paranoid feeling half the school was plotting against her. Maxine was starting to get the feeling joining was a terrible idea. Then she discovered her teachers wanted to turn her into an assassin. The idea of murder revolted her on a fundamental level. The second she had the chance, she packed her things and teleported out of the facility and started to look for a place to lay low for a while. That plan did not work how she envisioned however. Unbeknown to her, she had a tracking device on her person and pretty soon her old team mates were hot on her trail. They seemed to follow her everywhere across the country. She eventually teleported back to Freedom City, hoping that maybe the superheroes she was trying to avoid might help. Max had a chance encounter with Corona, who helped her fend off group Beta before discovering how they were tracking her. Unfortunately, it did not stop the cops arriving who identified her and arrested her. After that it was a confusing whirlwind of legal matters and what to do with her. Max cooperating with the authorities and cutting a deal to provide everything she knew about the Shadow Academy was enough for her to avoid Juvie. Instead she found herself on probation and in a rehabilitation program organised by the Claremont Academy. She also found herself a ward of the state. Maxine’s mother had not reported her missing the whole time she was gone. She did everything to keep her shock and disappointment hidden from that news. Max is now stuck at a new school, with a new superpowered identity and the feeling she has nowhere left to run to. Personality & Motivation: Recent events in her life have left Max sullen and miserable. She is dealing with the guilt of being associated with terrible people, trapped alone in another school full of super powered students that do not trust her and part of her is wondering when the authorities will stop playing games with her and just toss her into some cell for the rest of her life. Max buries herself in her hobbies of books, heavy music, Improvised sky diving (Teleporting high into the air and letting herself fall) As Spectre though, she feels almost like her old self. She finds genuine excitement teleporting and weaving through danger, taunting villains and ruining their day. It is different from the crimes she pulled as Nightshade, but with all the turmoil in her life it feels like a genuine escape from everything that has gone wrong in her life. Powers & Tactics: Max usually acts as support, happily distracting, taunting or causing enough havoc with whoever she is facing so whatever team she is with can take advantage. Her teleporting and phasing powers help keep her out of danger while doing this, leading her to take dangerous risks. Power Descriptions: Spectre’s powers are derived from her Metagene that allows her to manipulate her position in space as she sees fit. It allows her to do things such as teleport across vast distances in the blink of an eye (Though she is not fully aware how far she can actually teleport) to phasing through solid matter. She can even partially phase through humans and machinery, causing pain or damage electrical systems, though she does not know how to do both of these at the same time. Her body is surrounded by a light blue ethereal haze while phasing that makes her look transparent and teleporting leaves a lingering ghostly after image of herself that vanishes after a few seconds. Complications: Enemies: The Shadow Academy and her old team want her dead for leaving. History: Max wants to keep her past as Nightshade out of the public eye as much as she can. Reputation: Not everyone is convinced of Spectre's turn from villainy. Probation: If Spectre violates her probation (Caught committing crimes, Willingly leaving the City) there is a real possibility she could go to jail. Abilities: 2 + 10 + 8 + 2 + 4 + 4 = 30PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +13 Attack: +4 Base, +7 Melee, +11 Phase Strike Defense: +12 (+4 Base, +8 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -2 Saving Throws: 3 + 5 + 6 = 14PP Toughness: +8 (+4 Con, +4 Defense Roll) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Acrobatics 4 (+9) Bluff 8 (+10) Craft: Chemicals 4 (+5) Disable Device 12 (+13) Knowledge: Physical Sciences 4 (+5) Knowledge: Streetwise 4 (+5) Notice 4 (+6) Sense Motive 4 (+6) Sleight of Hand 8 (+13) Stealth 12 (+17) Feats: 23PP Attack Focus: Melee 3 Beginners Luck Defense Roll 2 Dodge Focus 8 Eidetic Memory Evasion Grapple Finesse Improved Initiative 2 Instant-Up Redirect Set Up Taunt Powers: 30 + 21 = 51PP Powers have the mutation and Dimensional descriptors Teleport 9 (900 Feet/20,000 Miles. Extras: Accurate. Power Feats: Change Direction, Change Velocity, Turnabout) [30PP] Quantum Jump Dimensional Phantasm Array (1 Alternate Power) [21PP] Base Power: Strike 9 (Extras: Penetrating 9, Power Feats: Accurate 2) [20PP] Phase Touch AP: Insubstantial 4 (Incorporeal) [1PP] Phantasmal Form DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Phase Touch Touch DC 24 Toughness Damage Totals: Abilities (30) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (23) + Powers (51) = 150/150 Power Points
  21. OOC thread for this thread. Teen and space heroes in space, meeting the space bears, fighting the star crimes.
  22. Fall 2019 Claremont Academy 6PM There was quite the crowd gathering for this year's first Ambassador Talk, both among Claremont students and the occasional adult parent or guardian who had turned up for what promised to be a very special talk. Everyone knew who was coming - Aquaria Innsmouth, the first Deep One superhero! The word 'first' had been used with some vigor when faculty were talking up the event to students, Attendance was by no means mandatory, and many students (such as Watchdog and Daystar) were skipping it either out of personal conviction or taco night, but there were good snacks in the upper galleries of the big classroom that was usually used for the big first-year classes. Headmistress Summers was on the scene, standing up by the snacks to greet new people as they arrived, and (along with a few teachers) keeping an eye on students, guests, and guests of honor. She was currently having an argument with one of the second of those three. "That you would subject a prince of the blood to this appalling display is one of the most deplorable things I have ever heard." General Dalekos had come dressed as a Surfaceman for this event, albeit with the rumpled look of a man not quite used to this particular fashion. "The embassy will certainly hear of this." "Prince Telemachus," the young Atlantean princeling was staring straight ahead in the second row, and looking desperately as though like he was trying to pretend he couldn't hear the Atlantean general arguing with his headmistress, "is here by choice - and by his family's permission," said Summers frostily. "Just as you are here out of courtesy in your role as loco parentis to our Atlantean students." She murmured something else - and then, his face flushing scarlet, the general took a seat in the upper tier among the other visitors for the talk. As more students entered, Summers and other faculty greeted them by name and pointed them to their seats. "Our guest of honor will be arriving soon."
  23. TheAbsurdist

    Rebound

    Rebound Power Level: 10 (on PL 12 Points, 180/194pp) Unspent Power Points: 14 Trade-Offs: +5 Attack/-5 Damage; +4 Defense/-4 Tough In Brief: Bouncing former sidekick out of time. Catchphrase: “Ya just keep hittin’ me, and I keep comin’ back.” Theme: “End Transmission,” by Fire From the Gods. Alternate Identity: Benjamin Franklin d’Amato; Benny, or B.F. (secret) Birthplace: Freedom City, NJ, USA Residence: Claremont School. Base of Operations: Claremont Occupation: Student, Adventurer Affiliations: Claremont, formerly Hepcat's sidekick on his world.. Family: None Description: DoB: 1948/2003 Apparent Age: Teens Gender: Male Ethnicity: Caucasian Height: 5’11 Weight: 271 Eyes: Murky Green Hair: Dirty Blonde/brown First thing’s first, Benny is a tank. Let’s get that straight. Barrel chested and thick limbed, and looking like the fat bully from most movies. His hair is generally in a crew cut, and he is starting to get the patchy sort of beard on his round face that a teenager would have. The smile comes easily to the jug eared guy, and he seems like pretty much an open book. His costume consists of a Letterman style jacket, over whatever costume he has on, sneakers, and a domino mask. Currently in the Claremont color scheme, much to his chagrin. History: Benny was born to a lower class family in the Fens, but that wasn’t important. It fell apart, and his mother lost track of the kid sometime after his dad died in the Korean War, and he was getting into trouble, or running from trouble. He was big, rough, and ready to scrap at a moment’s notice, even if he was losing a lot more often than his pride liked. Getting knocked down wasn’t something that bothered him, as he could just pick himself, and it was what caught the attention of a local ex-boxer, Mickey Barnes. Benny couldn’t tell you which time it was, but at some point the grizzled veteran pugilist took the kid under his wing; Mickey could tell you, though, it was when the kid ran a three card monty, and demonstrated a staggering hand speed that took the old man by surprise. Eventually he adopted the kid, and teaching him discipline, and fisticuffs in his furious and technical peek-a-boo style, aimed at leveraging his assets to take down bigger opponents that suited pugnacious Benny just fine. Mickey was also a hardass, but gave Benny structure and resources needed at time when it was likely he could go either way. And he flourished, showing a natural athleticism that belied his fire hydrant like stature, able to parlay it immediately to most other sports he tried his hands at. Though he loved boxing. But, that isn’t the ending the story gets, as one day leaving school Mickey had to shove the kid out of the way of a truck whose breaks had fail, with the driver trying to maintain control. In the ensuing accident Mickey was struck by vehicle, and the materials it carried, Fantasto-Plastics experimental polymer compound was dumped onto Benny. This left the older man hospitalized in a coma, and without any seeming effects on him. It also had the younger Benny spiraling towards depression, until… He couldn’t help himself, watching someone get mugged was just not something that Benny could handle. So he got involved, jumping into a fray with guys with weapons, and he didn’t think he stood a chance. It wasn’t until he was hit by a baseball bat that things changed. It sent him against a wall, only for him to bounce right back with him following through with slugging that jerk right in the kisser. This show coincided with Hepcat arriving on the scene, and for him to watch the boy rough up the rest of the muggers, shrugging off their efforts to beat him. In the aftermath he found himself under the tutelage of the other hero, and there was a brief bit of normalcy, even as his prior mentor was still in a coma. But it was a purpose, and he had to admit to he liked punching the baddies, and sticking up for the little guy. Even if he knew the reality wasn’t so simple, but there were enough super powered guys robbing banks, or trying to make T-Rex Nazis. It was a struggle balancing a sense of responsibility to Mickey, the free spirit Hepcat, and trying to do the school thing as this happened. Eventually that didn’t matter. The Terminus came to destroy everything. And there was no conflict in himself about punching them. Not that he understood them beyond just ‘These guys want to end everything,’ and he along with others rallied with the assorted black masks and white hats to push back. Because this was the Fens, and then Fens didn’t back down from nobody. Mickey was still in the hospital, after all. He couldn’t let him down. He couldn’t let Hepcat down. He couldn’t even let his mom down. He could save them. He was a Hero. That’s what drove him to shove Hepcat out of the way of some armored jerk’s energy blast that left a puff of ash and dust where him and an Omegadrone had been. Cut to present day, and the teen and the Omegadrone exploded out in the middle of the Fens in the aftermath of the newest Invasion. It was a dirty scuffle that was lost amid the other dirty scuffles of those days. Though it was not unnoticed, with AEGIS swooping in on it, and snapping up both into custody. That was when it all came crashing onto the kid. He wasn’t remembered, there was no record of him being Hepcat’s sidekick, no record of him. He never existed, or close enough to it. But here he was. Stuck, currently, as a ward of the local Catholic parrish, under Father Nogueira, himself a former AEGIS agent. Now… well, he had a new world, a fresh start. Sure he got dropped to the canvas, but he’d just get back up. Personality & Motivation: He is a good natured brawler. He loves to fight. Even he knows he can fix the problems with that, but he can stop people from punching down, even for a moment. Benny is the embodiment of Silver Age optimism, he is good natured and forthright. And he doesn’t give up. He doesn’t back down. It’s not what Mickey or Hepcat would have wanted. It led him to being cast adrift to this time, and he’d do it again, because he was never in this for the fame, or the glory. Powers & Tactics: Hands up, protect his chin, get in and mix it up. He uses his boxing to put the baddies on their back for the 10 count. Using his other powers to reposition himself, or spin blows into something advantageous, he strives to be a pure pressure fighter. Power Descriptions: Whether it was the weirdness of the time he was out of time, but on his return he isn’t just a ‘regular boxer’ with powers, after all who knows how long he was punching that Omega Drone, no, he is one of the best boxers on the planet now, regardless of what he is punching. Though his major power is that he might as well be made of some sort of super plastic, able to shrug off any impact. There is no real sign that anything happened, though he seems able to use any hit to bounce around like a mad pinball. Complications: Secret ID: The public doesn’t know who he really is. Not that they currently care, but he does try to hide it. Gains an HP when he has preserve that secret. Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Earns an HP when he gives someone the benefit of the doubt when he probably shouldn’t. I Can Do This All Day: He wont stop, even when he probably should. Gains an HP in those when his resolve is probably a bit too much, and he should retreat. Let’s Go, Pal: Willing to dust up with the bad guys, anytime, anywhere. And if he sees bullies, or their ilk, he will throw down, even when he shouldn’t. HP when he gets into a fight that is probably avoidable. Abilities: 10 + 14 + 10 + 2 + 4 + 6 = 46 PP Strength 20 (+5) Dexterity 24 (+7) / 30 (+10) w/ Enhanced Dexterity Constitution 20 (+5) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 20 + 20 = 40 PP Attack: +15 Melee/ +10 Base Defense: +10/+14 w/ Dodge Focus, +5 Flat-Footed Initiative: +7/+10 Grapple: +20, + Knockback: -2, -6 vs. Physical Saving Throws: 3 + 0 + 5 = 8 PP Toughness: +5 (+5 CON, +1 Protection) Fortitude: +8 (+5 CON, +3) Reflex: +7/10 (+7 DEX, +10 w/Enhanced Dexterity) Will: +7 (+2 WIS, +5) Skills: 60r =15PP Acrobatics 10 (+17/20 w/Enhanced Dexterity) Diplomacy 4 (+7) Escape Artist 8 (+15/18 w/Enhanced Dexterity) Knowledge: History 4 (+5) Knowledge: Physical Sciences 4 (+5) Knowledge: Religion and Theology 2 (+3) Knowledge: Streetwise 4 (+5) Notice 4 (+6) Sense Motive 4 (+6) Search 4 (+5) Sleight of Hand 10 (+17/20 w/Enhanced Dexterity) Swim 2 (+7) Feats: 33 PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus (Melee) 5 Challenge (Fast Acrobatic Bluff Feint and Trick) 2 Defensive Attack Dodge Focus 4 Elusive Target Evasion 2 Grappling Finesse Improved Critical (Unarmed) 2 Improved Grab Interpose Leadership Luck 3 Move-by Attack Redirect Stunning Attack Takedown Attack 2 Up The Wall Powers: 20 + 7 + 2 + 1 + 1 + 1 + 5 = 37 PP Boundless Physiology 4 [20 PP Container] Biological, Mutate, Plastic/Polymer Bouncing 3 (375', 187', 87' Move Action; Flaws: Limited [No Protection component], Feats: Ricochet ) [4PP] Immunity 12 (Impact Damage [Falling, Knockback, Slam]; Critical Hits) [12PP] Impervious Toughness 6 (Flaws: Limited to Physical) [3PP] Protection 1 [1PP] Enhanced Dexterity 6 (to 30/+10; Feats: Ultimate Reflex) [7PP] Physical, Prowess 'hyperkinesthesia' Features 2 (Temporal Inertia, Singularity) [2 PP] Temporal, Dimensional Immunity 1 (Fear and Despair; Flaws: Limited Half Strength) [1PP] Memetic, Hope 'I got chutzpah, whaddya got?' Speed 1 (100' Move Action) [1PP] Training, Prowess Leaping 1 (30', 15', 7' Move Action; Feat: Precise) [1PP] Training, Prowess Spatial Awareness 5 (Mental Super-Sense; Accurate, Radius, Ranged, Distance Sense) [5PP] Mental, Prowess 'hyperkinesthesia' TOTALS abilities 46 + combat 40 + saves 8 + skills 15 + feats 34 + powers 37 = 180/194 pts
  24. Soliton Power Level: 10 [11] (150/169PP) Unspent Power Points: 19 Trade-Offs: -5 Attack/+5 Damage In Brief: Physics Manipulating teen hero trying hard to impress her mom. Alternate Identity: Mia Mustafic-Markov Birthplace: Freedom City, New Jersey Residence: Claremont Occupation: Student/Moody Teenager Affiliations: Claremont Family: Serena Mustafic (mother), Pete Markov (father), Ahmed Mustafic (maternal grandfather), Haim Markov (paternal grandfather), Rahav Markov (paternal grandmother), Rachel Morgan (godmother) Description: Age: 16 (DoB: September 1, 2003) Gender: Female Ethnicity: Caucasian-American (Bosnian-Russian Jewish mix) Height: 6’01” Weight: 134 lbs Eyes: Grey Hair: Black Mia is tall for a woman, standing 6’01”, and is very, very skinny. So much so that she tends to get asked if she's eating well enough at home. She’s pale, with skin dappled with freckles, and has long black hair that falls all the way down past her butt. She has a heart-shaped face, with long, thin and arched eyebrows that make her look vaguely sinister or mean. She has almond-shaped grey eyes that she inherited from her mother’s side. She also has a small tattoo on her arm in the form of a Bosnian flag. Mia’s fashion sense tends towards baggy t-shirts and loose jeans, hoodies and skirts and sometimes shorts and tank-tops. When winter comes, she simply layers up on sweaters. Most of her clothes have holes in them - this is a choice on her part. As Soliton, she creates an outfit that's a black and white body suit that alternates colours - a white left leg, black left arm, black right leg and white right arm along with a white torso emblazoned with a stylized Einsteinium atom on her chest. Those who know anything about chemistry will notice that it is in fact accurate in the number of electrons represented as dots. History: Mia Mustafic-Markov was an unlikely baby. Though her mother Serena Mustafic didn’t know it at the time, the crystals in Serena’s blood that gave her powers were incredibly volatile, and posed a serious threat to anyone who received blood from her, including any children. Unfortunately for Serena, she only found this out when she was 4 months pregnant with Mia. Desperately, Serena enlisted the help of the only super genius she knew, Rachel Morgan. With her help, a few treatments were devised to help ensure that the pregnancy would go fine without any baby explosions. It seemed to work, since 5 months later a healthy baby named Mia Mustafic-Markov was born. Mia grew up poor, the result of a hasty marriage and a mother who was a high-school dropout, and more than that, an ex-supervillain without a lot of prospects. Despite her parents’ best attempts to provide for her, Mia grew up on secondhand clothes and cheap, off-brand variants of the toys her classmates played with. Occasionally, her parents would splurge and get her something nice, but she always felt the economic after-effects. It got even worse when her parents separated, spreading a thin budget even thinner. Even when her grandfather, Ahmed (who she was very close to) chipped in, From a young age, Mia displayed strange abilities, but most of them were fairly controllable and mundane until Mia hit the age of 8 years old. While at her mother’s apartment, she managed to terrify Serena, after a fight over how late she was allowed to stay up, teleported to Dubai for a couple hours, until she calmed down and returned home, much to the relief of her mother who thought that their child had just exploded out of existence. She then managed to disintegrate her broccoli when her mom tried to get her to eat it, which was concerning. Unfortunately, Serena considered Nicholson's off the table - she didn't trust the superhero community, and figured they didn't trust her. After that, her parents tried very hard to try and manage her powers and get her to use them as little as possible. What made things worse is that they didn’t really understand where her powers came from - they especially didn’t expect that the procedures that allowed Mia to survive the crystals actually caused them to dissolve and become a part of her. This did not sit well with Mia, who began to feel that her parents were embarrassed of her. Combined with frustration at her poverty, Mia began to act out. It was never anything too serious, only minor acts of rebellion. Shoplifting, staying out late. When she was 15, she finally got busted stealing some make-up. Serena had noticed her daughter growing distant and moody, but when Mia got busted for shoplifting, she realized something was wrong. It wouldn’t have normally fazed her, but it seemed like this was the sign that Mia was going down on a bad path. Mia herself didn’t know what path she was headed on, but she knew she was angry. There was a fight, a lot of screaming, and then a talk. Serena apologized for forcing Mia to hide herself. Mia apologizing for blaming Serena. It wasn’t easy, but it was ‘agreed’ that Mia would go to Claremont to explore her powers in a safer environment, while Serena would try to be someone that Mia could look up to more. It’s not a perfect solution, but they’re working with what they got. Personality & Motivation: Mia’s a typical moody teenager, prone to sarcastic comments and acting out, but her heart is in the right place. She is generally indignant at injustice and doesn’t want to hurt anyone. She’s also hot-tempered and a little self-righteous, not to mention great at making excuses for herself. Mia’s also a deeply insecure young woman. She’s grown too quickly and too awkwardly for her liking, and is generally afraid people find her ugly or embarrassing to be around. This insecurity extends to her relationships with her family - she is still afraid her mom is mad at her, or that she hasn’t lived up to what her father wants her to be, or anything like that. Her relationship to her powers are complex. She has not been able to use them much for most of her life, so she is eager to explore them, but she’s also aware of how destructive they can be. They also make misbehaving pretty easy. Like her mother, Mia is very much into music as a form of self-expression. She plays multiple instruments, and enjoys all of them. She's also acutely away that her talents with music can impress people, and she hopes make people like her. That does sometimes lead to her losing sight and getting frustrated and anxious when she messed up when playing, however. Powers & Tactics: Soliton is a highly mobile fighter, thanks to her teleportation abilities. She is, however, not very accurate. She instead relies on the fact that her offensive capabilities are highly destructive and can cover a large area. If she feels confident, she is willing to teleport up into someone’s space and try and melt an enemy’s weapon or armour, or maybe convert them into something strange and useless. Power Descriptions: Mia’s powers derive from the near total-body infusion of the strange chemical that made up the crystals in her mother’s blood. Now no longer crystals, they are part of almost every cell in her, giving her mutant powers. Mia is giving off a low level electromagnetic field at all times, but in most cases it is invisible. However, when she starts using her powers, the air around her begins to shimmer and twinkle as it interacts with the molecules around her. Some might even say it sparkles, but she would be very cross with them. The effect becomes more intense closer to whatever she is affecting, to the point that objects she is transforming are nearly engulfed in light as she rearranges the atoms. Her matter manipulation powers function by Mia projecting her field on the atomic and molecular level manipulating them into whatever shape she wants. When she creates antimatter, she simply makes her field invert the charge of a few atoms. If she directs it, it takes the form of a controlled, contained beam of energy, but if she doesn't, it disperses in a giant blast, which, while not as powerful, covers a wide area. When she uses her dimensional powers, she instead projects her field and entangles with wherever she wants to be, opening up a hole in space-time and travelling to where she wants to go, or opening up a portal to her pocket dimension. Her force-field works on a similar principle, simply using short, small stutters of teleportation to reduce enemy effectiveness in terms of damage. When she creates an anti-matter explosion, a long tendril of her energy reaches out to the point she is converting, whereupon she inverts the charge of a few atoms. This creates a small point of light, which rapidly expands into a massive burst of radiation and light. When she teleports, the world visibly bends before suddenly snapping back into place with a loud crack, and the same thing happens on the other end. Complications: Forgot my Inhaler: Mia suffers from mild asthma, usually not a problem for her and almost always solved from one or two puffs from her inhaler. Except, there’s a problem. She’s kind of forgetful, especially since she’s embarrassed of her condition, so sometimes she can find herself in a bad spot without it at hand. The GM can inflict a Staggered or Nauseated condition. Still Getting the Hang of This: Mia has not had ample opportunity to practice her matter manipulation powers, and at times she gets effects she did not intend for. The GM can award her a point for causing some negative effect for her powers she did not plan. Devil on Her Shoulder: Mia is a bubbling mass of insecurities and angst, and can often be motivated to do things that aren’t in her best interests when pushed. Abilities: 0 + 4 + 4 + 6 + 0 + 2 = 16PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 8 = 12PP Initiative: +2 Attack: +5 Ranged, +2 Base Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +2 Knockback: -5/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10/+2 (+2 Con, +8 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 60R = 15PP Computers 9 (+12) Craft (Electronics) 7 (+10) Knowledge (Physical Sciences) 7 (+10) Perform (Percussion) 14 (+15) Perform (Singing) 14 (+15) Perform (Strings) 9 (+10) Feats: 13PP Accurate Attack Attack Focus (Ranged) 3 Dodge Focus 6 Luck 3 Powers: 3 + 8 + 34 + 31 = 76PP Dimensional Pocket 1 (Personal Storage; 250 lbs; PF: Progression) [3 PP] (Mutant, Dimensional) Force Field 8 (Displacement Field) [10 PP] (Mutant, Dimensional) Matter Manipulation (30 PP Array, PF: Alternate Power 4) (34 PP) BE: Damage 15 (Antimatter Cannon; Extras: Ranged) {30/30 PP} (Mutant, Atomic) BE: Damage 10 (Antimatter Burst; Extras: Area [Burst, General; 50-foot sphere], Ranged) {30/30 PP} (Mutant, Atomic) AP: Create Object 13 (Molecular Forge; 13 10-foot cubes; Extras: Continuous; Flaws; Permanent; Power Feats: Subtle, Precise, Innate, Progression) {30/30 PP} (Mutant, Atomic) AP: Transform 7 (Molecular Re-arranging; Inanimate Object to any Inanimate Object, 100 lb, Extras: Duration [Continuous]; Flaws: Action [Full], Distracting; PF: Subtle) {29/30 PP} (Mutant, Atomic) AP: Corrosion 10 (Molecular Disassembly) {30/30 PP} (Mutant, Atomic) Time-Space Manipulation (30 PP Array, PF: Alternate Power 1) (31 PP) BE: Teleport 9 (Extras: Accurate; PF: Change Direction, Change Velocity, Easy) {30/30} (Mutant, Dimensional) AP: Teleport 7 (Extras: Accurate, Affects Others; PF: Change Velocity, Change Direction) {30/30} (Mutant, Dimensional) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Antimatter Burst Ranged, Area DC 20 Reflex Damage Antimatter Cannon Ranged DC 30 Toughness Damage Molecular Disassembly Touch DC 20 Fortitude Drain Toughness Molecular Forge (Dam.) Ranged DC 23 Reflex Damage Molecular Forge (Trap) Ranged DC 23 Reflex Imprison Totals: Abilities (16) + Combat (12) + Saving Throws (18) + Skills (15) + Feats (13) + Powers (76) - Drawbacks (0) = 150/169 points
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