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  1. On her way out of the awful test from hell, Robin hesitated in her blue and yellow uniform, debating for a moment whether she out to give Riley a bit of time or head directly after him. She could pause and change, but the memory of Riley's stricken expression decided her. Pausing only to grab her worn leather jacket, Robin headed up from Claremont's underground tunnels until she could reach a level where there was window access. There were many weirder sights than a student in a training uniform sprinting through the halls and diving out a window so Robin only garnered an occasional look as she ducked outside and scaled up the side of one of the dormitories to reach the roof. She wasn't trying for stealth although her boots weren't all that loud as she landed on the shingles. "Riley?" Robin's voice floated out as she straightened up, her concern apparent in her tone.
  2. Early September Common Room, Boy's Floor Riley sat alone in the common room, shoulders hunched, sharpening his hatchet. The jacket he wore was one size too big, a bulky, heavy outdoors jacket that had been a gift from his other self before leaving 'home' for Claremont. It was a nice enough jacket - it was certainly like nothing he'd ever worn back in his real home. Nothing this nice would have gone unpatched in fifteen years since the end of the world. The other boys were doing boy things; playing video games, watching television, and talking to each other. Riley, with keen ears and keen eyes, was intimately aware of every whisper of his name; every glance his way. Everyone on their floor had heard the yelling when Lubis had caught him in the bathroom - and they'd smelled the stink bomb afterwards, and seen the RAs coming back and forth and separating the two boys. Lucky I didn't make him eat that arrow. Divine avatar or not, he was pretty sure 'Garuda' wasn't tougher than impervium. Crossbow, and the duffel bag containing all his Earthly possessions, were at his feet under the table. He had only one companion there. "You ever thought about going double-headed?" Riley had the idea that John Smith had been one of the more elite students at Claremont in years past. In his early twenties, the crimefighter was still active traveling between dimensions, but in Freedom City mostly occupied himself with his duties as a combat instructor and RA at the Claremont Academy. He was the one who'd gotten Riley and Tyler Lupis separated, and made sure Mr. Hawke and his wife had put Riley up for the night in the faculty apartments across the campus, while Lupis had bunked with Smith himself - after some calisthenics. Garuda wasn't there right now, but Riley could see his buddy Gomera off brooding in a corner about how hard it was to be rich and well-fed every night. "Nah," said Riley shortly as he hefted the hatchet. "Not just for throwing, 'Sfor working, too." He pointed to the flat, weathered rear of the blade. "Use this for hammering and stuff." "Makes sense," agreed Smith before looking up as the common room door opened again. "Hey. There's the guy I was telling you about."
  3. Player Name: GooseInduced Character Name: G.R.F.A.N. or Gryphon Power Level: 10 [150/150 pp] Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: In Brief: Teenager with out of control powers builds a device to contain them… Then a suit of powered high tech armor. Alternate Identity: Flynn Michael Ramsey Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: (People and/or groups you work with) Family: Mother: Jackie Mills (Living) , Father: Michael Ramsey (Deceased), Uncle: Tye Mills (Living), Uncle: Aaron Ramsey (Living) Description: Tall and lean, Flynn looks like any average teenager. His skin isn’t as dark as his mothers, but gives his heritage away in its deep tan. His hair is brown and while not unmanageable, the curls are a bit of a hassle and Flynn keeps it tamed in a mane of thin, chin length dreadlocks. Because his skin and hair are such a similar shade, his blue eyes stand out and look almost piercing. He looks much like his mother with her rounded nose and the set of her brow, but he has thin lips like his father and his tall physique. He’s already about six feet tall and not done growing. The armored stealth suit G.R.F.A.N is Flynn’s baby. He constructed most of the suit out of scavenged materials, using his uncle’s car garage and junk yard to make many of the pieces. Despite that the suit looks as polished as any high tech device. Sleek and armored with steel, the suit provides protection against most attacks any crook in Freedom City might dish out. Many of the surfaces have been intentionally scuffed instead of shined to keep with the low profile appearance. Because of its conductive properties Flynn also used a lot of copper in the suit and channels of it are visible in the armor. The helmet is streamlined and aerodynamic; the eyes the glow a bright icy blue, mimicking the stare of a predator. The back of it is tiered, mimicking the look of ruffled feathers. The same design is carried down over his spine, a reinforcement of the suit to protect his spine. It is in this reinforced backing that he stores his staff, able to draw it at a moment’s notice to defend himself and fight. Age: 16. August 13th, 1999 Gender: Male Ethnicity: Caucasian/African American Height: 5”11 Weight: 125 Eyes: Blue Hair: Dark Brown Power Descriptions: G.R.F.A.N. is the acronym for General Radiation Field Absorption Net. It is the working name for the device Flynn designed to keep his powers in check and later grandfathered to represent his cybernetic suit and become his alias as Gryphon. The suit itself is a marvel considering it is made of exclusively scavenged materials. Beyond the suit, Flynn’s powers are very limited. His natural mutation manifests in mental quickness and intelligence. The accident jumpstarted his mutation, turning his nervous system into a hyper efficient conductor of energy. He’s able to passively absorb and store background energy. Though his internal battery has its limit. If he’s ever unable to drain that battery the energy may escape in unintended channels, bursts of emp or static shocks. History: Flynn never knew his dad. He died when his mother was still pregnant. He really knows only two things about him: He was in a gang. He was white. There are a few old pictures of his parents. Their brothers were friends, hung out with the same crowds. Unfortunately they both hung out with the wrong crowds. His mom never approved, but she could never stop him either. The story goes that the three of them had gone out. It was just a ‘routine’ job, nothing major, nothing dangerous. They hadn’t counted on the cops that night, or the stray bullet that would leave his mom on her own. The bullet that ensured her dropping out of school to get any job she could to pay the bills, to take care of her baby. Things never got easy. His mom has always worked two or three jobs to make ends meet. Even then ends never really met. His uncles offered, many times to help either with money or ‘job’ opportunities, but his mom always said no. She wanted no part of that life for her or for Flynn. Especially not after it had taken his father. It was exactly their lifestyle that kept his intelligence in the shadows. No one took the time to see exactly past the label of ‘ADD’. He squeaked by his schooling. He did only what he had to. He had other things to worry about besides school. Like seeing a ‘past due’ power bill sitting on the coffee table or trying to take a shower only to find out there wasn’t any water. It was only as he got older that Flynn’s intelligence really started to bloom. His grades got better, but not because he was trying. He started to realize exactly how much he could remember. The math equations that most kids struggled to learn he had the moment he set eyes on them. Like energy production. It gave him an idea, small at first. Only it grew, the idea of creating an efficient energy source. Nothing huge just… just enough to power a house. He couldn’t let it go. The idea rolled around and around in his head until finally the slacker took action. He put down his skateboard and took his notebook to his uncle’s scrap yard (chop shop). He worked for almost a week straight. He had no idea what he was onto, how close he came to something brilliant. Only the experiment backfired. Nearly blew up his other uncle’s garage and set off a black out that plunged half of Freedom City into darkness. He woke up with a concussion, a few bruises and one wicked headache but nothing a few days of rest wouldn’t cure. Or so he thought. It started small at first. The headache didn’t go away, in fact it got worse. He had trouble sleeping, then eventually stopped sleeping all together. It was like he couldn’t turn off, like his mind was connected to some energy source that wouldn’t let him sleep. It was only when he blew the transformer by his house (Flynn sneezed while touching a lamp) that he realized how accurate that was. Realizing that his experiment was a success, just not in the way he envision, Flynn set out to contain the energy, and eventually to harness it. Needless to say his creation never made it to the science fair. He found another application for it. First he managed to harness the energy, creating a energy/radiation net that would draw the energy from him: G.R.F.A.N. General Radiation Field Absorption Net. A device that in its most crude form was a series of wire electrodes on a vest under his clothing. It absorbs the energy and transfers it to battery packs for later use. At first he put them to use in their house, hooking multiple packs together and hooking them into the home’s power grid. After that, he let his ambition get the best of him. What if power was the least of their worries? What if they could get whatever they wanted? They say the road to hell is paved with good intentions and Flynn was bound and determined to take that route. He’d seen power suits made by other heroes: Bright, flashy things that granted flight and super strength. Flynn didn’t want that. He didn’t want to be seen. He wanted something sleek, something fast, something that could get him anywhere. It was probably best that Claremont had their eyes on him since causing the black out. That their people knew what he was up to. That they knew he’d been successful. Flynn was damn lucky they were waiting for him at that bank. He wasn’t trying to rob it necessarily. He just wanted to test out his baby: The Gryphon Stealth Combat Suit. It had worked well enough. He’d gotten all the way to the vault before they could stop him. But all it took was locking him in with the money. He had two options: Jail or Claremont. At least at Claremont they would help supply him with materials. Personality & Motivation: Flynn’s greatest motivation is his mother. He might be a lazy slacker and have ‘better things’ to do than school but if nothing else he loves his mom. The experiment that jump started his mutation was done in the hopes of her not having to work so hard. Over all Flynn is a pretty laid back guy. He’s not quick to rile up or get angry. He loves video games but has never really been able to afford them. His hobbies are his skateboard and the small bit of parkour that one of his friends got him in to. Though lately a large portion of his down time is spent working on the Gryphon suit. He still doesn’t consider himself smart, never has. Though while many would classify him as quick, he isn’t the wisest of the bunch. Powers & Tactics: The Gryphon suit has been designed with a wide array of abilities. A built in HUD keeps him alert and allows him to zoom in on an object up to 10 times. Various visual filters and programs allow him to see in total darkness and the infrared spectrum. He is even capable of tracking individuals by their heat trail. It can even pick up on sounds outside the normal human range of hearing. Combat algorithms and aiming protocols help with accuracy and evading attacks. The suit grants him increased speed, dexterity and strength. The suit has a compartment on the back to store a telescopic staff that Flynn can fight with in close quarters. At a distance, the suits programs work with wrist mounted launchers to shoot a charged “Shuriken” projectile. The suit also features arm mounted grappling hooks that allow him to reach roof tops and other areas with ease. He is also capable of using it to slow his fall and swing to out of reach areas. Though the most impressive feature of the suit falls under its stealth capabilities. Designed to be quiet and the efficient, the suit is able to harness the energy and radiation that Flynn absorbs in a unique way. It is able to distort light waves outward, bending them around the suit and rendering it invisible to the naked eye. It was that property that caused him to build the suit with one idea in mind: Ninja. Complications: Splitting Headache: Flynn needs to discharge his internal “Battery” on a regular basis. Instead of trying to find a ‘normal’ way of channeling his ability, he opted for a more… inventive method. His current set up gives him two days on a battery pack before it becomes full and he has to switch out (With 24/7 wear) Hooking up to and using the suit does help maintain his stores and keep them in check, but just putting the suit on isn’t enough. If he is ever caught unable to change his batteries (Either because of not having any empty ones or not having access to the necessary tools) the first stage is headaches and sleeplessness (two to three days) ZAP: The second stage is static discharges that are uncontrolled and unpredictable. Potentially acting as EMP or interference with energy and electrical sources (Three to four days) ???: (A week or more) After that the potential effects are unknown. Death? Coma? Potentially. He could also turn into pure energy or a walking H bomb… He just really hopes it doesn’t come to that. That Money Thing….: To be blunt, he dosn’t have much, if any extra money. If things came down to it, he’s just out of luck. They are barely scraping by and at least at Claremont he’s less of a financial burden. Gangsters of Freedom: One of his biggest fears in going into the crime fighting business is running into someone he knows. His uncles, cousins, even his next door neighbors are in with the various groups in freedom. After what happened to his dad, they leave Flynn and his mom out of it well enough. Still, he doesn’t know what he would do if he ever ran into one of them. I Don’t Give A-: Flynn isn’t very good with authority. A product of his environment or just his personality? Who knows? He isn’t fond of being told what to and is known to put his foot right in his mouth when people get ‘bossy’. Hot Blooded. Check it: He is normally pretty laid back, but get him mad and his fuse burns quick. It blinds him and is liable to cause him to make mistakes. Abilities: 2 + 4 + 4 + 4 + 0 + 0 = 14PP Strength: 12 (+1) Suit: 14( +2) Dexterity: 14 (+2) Suit: 20( +5) Constitution: 14 (+2) Intelligence: 14(+2) Enhanced: 18(+4) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +2 Suit: +9 Attack: +4 Base Grapple: +5 Suit: +6 Defense: +10 (+4 Base, Dodge Focus 6) Knockback: -2 Suit: -5 Saving Throws: 6 + 6 + 5 = 17PP Toughness: +4/+10 (+2 Con, +2 Defensive Roll, +6 [Suit]) Fortitude: +8 (+2 Con, +6 base) Reflex: +8/+10 (+2/+5 Dex, +5 base) Will: +6 (+0 Wis, +6 base) Skills: 48/48R = 12PP Acrobatics 5 (+7) (Suit +14)SM Computers 8 (+12) Craft (Electronics): 9 (+13) Escape Artist 0 (+2) (Suit +9)SM Knowledge: Physical Science 8 (+12) Knowledge: Technology 8 (+12) Notice 5 (+5) (Suit +9)SM Search 0 (+8) (Suit +12) Stealth 5 (+7) (Suit +14)SM Feats: 5PP Defensive Roll Eidetic Memory­­ Inventor Luck Quick Change Powers: 7 + 74 + 4 + 1 = 86 Device 2 – Bo Staff (9/10PP Container, High Tech Power Suit; Feats: Subtle (Collapsible, Stores in Armor); Flaws: Easy to lose) [7PP] · Strike 8 (Feats: Mighty) [9] Device 18 - High Tech Power Armor (90/90PP Container, Restricted 2 (Flynn Only: Power Source); Flaws: Hard-To-Lose) [74PP] · ‘Shuriken’: Blast 10 (Feats: Accurate 3) [23] · Communication 4 (Sense type: radio – 1 mile) [4] · Concealment 4 (Concealment from all Visual) [8] · Enhanced Dexterity 6 [6] · Enhanced Strength 2 [2] · Enhanced Feats (Acrobatic Bluff, Attack Specialization 3: Bo Staff, Challenge: Fast Acrobatic Bluff, Dodge focus 6, Evasion 2, Improved Initiative, Quick Draw, Skill Mastery [Acrobatics, Escape Artist, Notice, Stealth], Uncanny Dodge (Ultrahearing) [17PP] · Enhanced Skills: (Acrobatics: 4, Escape Artist: 4, Notice: 4, Search: 4, Stealth: 4) [5pp] · Grappling Line: (Super Movement: Slow Fall, Swinging, Wall Crawling) [6] · Leaping 2 (Jumping distance: x5) [2] · Protection 6 [6] · Quickness 2 (x5 Flaws: Physical only) [1] · Speed 4 (100mph) [4] · Super-Senses ( Darkvision, Extended Vision (Normal) – 100 Ft. , Infravision, Tracking (Infravision), Ultra-Hearing) [6] Enhanced Intelligence 4 (Mutation)[4PP] Quickness 2 (x5 Flaws: Mental only; Mutation) [1PP] DC Block ATTACK RANGE Save EFFECT Unarmed Touch DC 17 Toughness Damage (Staged) Shuriken Ranged DC 25 Toughness Damage (Staged) Bo Staff Touch DC 25 Toughness Damage (Staged) Totals: Abilities (14) + Combat (16) + Saving Throws (17) + Skills (12) + Feats (5) + Powers (86) - Drawbacks (0) = (150/150) Power Points
  4. Psyche Alexandra Albright Character Playlist Evanescence: Bring Me To Life Taylor Swift: Shake It Off Taylor Swift: Mean Anna Kendrick: When I'm Gone (Cups) Taylor Swift: 22 Walk the Moon: Shut Up and Dance Archetype and Design Psyche's inspiration was almost entirely early Jean Grey in power set and set as a T-baby since that was the closest that Freedom City's setting has to the 1980s Marvel mutants. The rest of Psyche's development comes from the fact that her powers expressed from birth. With her schooling from 5-15 in government funded testing, her on screen antics started at 16 in Claremont where she was part of the founding of Young Freedom. Her costumes usually are drawn from 80s and 90s X-men in style while her personal style is always a clashing mix of colors that are eye-jarring but make Alex happy. Current Role and Hooks Hooks for threads to meet or know Alex are pretty easy. She is a registered T-baby and is out as a public, famous face trying to prove that their kind are not to be feared. She's the CEO of AEON, a corporation she founded with the goal of studying and helping metahumans of all origins. She's an alumni of Claremont and FCU. Her parents live in the Hanover suburb and she's been a native of Freedom City her entire life. It's easy to meet Alex in her role as CEO of AEON, whether that's in an official capacity of one sort or another or when she's required to attend events for the cities movers and shakers. History Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. As Rebecca had served during the grim 80's, her turning away from super her antics left a longstanding rift between Rebecca and her father that was only mended shortly before his death. After struggling to conceive, they were overjoyed when Alex was finally on the way. Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle, thanks to Rebecca's former skills. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often. They were neighbors, it turned out, and the children grew up just across the street from one another. What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts which was a difficult lesson for an inquisitive young mind. Fortunately, she had a ready companion in Mike and her constant mental prattle at him formed a deep and lasting psychic bond that neither one remembers life without. Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, everyone was shocked and frightened at his strength. Despite the reassurances to the children that 'everyone was going to be fine', Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home. They were 'taught' alongside other children that were in utero during the Terminus. Rebecca grew more and more concerned as Alex grew older. Her experience with government oversight and super heroes was only negative. When Alex was around ten, her mother began trying to get her out of the program and into Claremont instead. Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex. Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever. At twenty-two, she misses making a difference in a more concrete way. She also misses her friends. Who says a young psychic can't have it all? Costume and Appearance Out of her costume, Alex is a slender, self-possessed young woman. With large eyes and a heart-shaped face, Alex's gaze is too intent to hide well and its really the warmth in her smile that gives her any claim to beauty. Her hair is red and prone to curling if she doesn't take the effort to straighten it in the mornings. If she's been caught in a casual moment, she's probably in multiple layers of conflicting colors and without question, something has sparkles. She tones it down for more official meetings as these days Alex employees a very put upon fashion consultant. It is never, however, monochromatic. When Alex was a student hero, she wore her mother's old costume which was all red and white and a rather short skirt. These days, she's in the same blue and gold that Phalanx wears and the body suit is not all that much more complicated than her old student uniform but she keeps the archer-style tip-less gloves in homage to the costume she wore for years. Psyche also no longer bothers with a mask. There's no point these days, after all. She's done hiding her identity. Powers Alex's power stem from the terminus energy she was exposed to in utero. As the entropic energies of the Terminus contain aspects of all sorts of energy, it's hard to say what specifically mutated Alex's physiology. Both psychic and super genius, it was the telepathic nature of her gifts that first manifested. Alex has been telepathic sense birth and its natural to her. It's far harder to turn out other people than to listen in to them which has been a struggle with her strong ethics. Honing her brain to telekinetically interact with the world took much more concerted effort on Alex's part. It has never been as natural as her telepathy but she has both fine control and raw strength. The more control she gains, the less visible any ripples of her powers are on the world although when the terminus imbued energy does manifest, it does show in glowing sparkling light. Personal Life Both of Alex's parents still live in the house she grew up in - which is entirely paid off these days. They go on more vacations as well thanks to their offspring's tendency for trips-as-presents. It's Alex's way of trying to make up for all the years where the government asked them very nicely not to leave the city. Alex lives alone in the AEON tower but those who knew her at Claremont are aware that she and Mike have been engaged since before graduation. They've had a rather long engagement, as such things go, but now that Mike's no longer making every effort for 'normal', things will likely progress on that front. It's less well known outside of Claremont classmates that for a while, Alex and Mike's time lost daughter was a student alongside them. Thankfully, for the moment at least, Zoe is returned to her own timeline. AEON AEON's origins was as a company trading stocks and bonds. When Alex realized that Zoe might be here long enough to need to go to college, she put her prodigious brain to making a lot of money, very quickly. Being a super genius comes in very handy when trying to guess the trends. Alex coaxed her roommate into helping with her scheme and Mike offered some of the savings bonds he had for college to help with backing. Both Mike and Erin have seen significant returns on their efforts, many times over, although both have often been reluctant to touch their portions of the proceeds. Eventually the idea grew into being more of a business. Alex wanted to understand more, especially about the odd nature of Zoe's powers, so she turned the growing AEON in that direction. That was five years ago. These days, AEON is a multibillion dollar company that specializes in metahuman research and biogenetic work, with other smaller technological divisions that work on developing everything from containment to enhancement. When research turns up something that is not necessarily useful to the main goals, it becomes patented and licensed to be profited on and further the corporation's aims of providing aid to emerging metahumans. The advertise that they'll aid metahumans in crisis with their powers to the best of their abilities and thus far, they seem to be doing exactly that. Allies, Associates and Enemies AlliesPhalanx: Alex's other half. She honestly doesn't know if her mind even could survive his death. Fortunately, he's nigh-invulnerable so hopefully, she'll never have to. Wander: Alex's roommate from Claremont and the sister that she never had. There is no doubt or question that Alex would do just about anything for Erin if she asked. After all, just look at Jessie. Edge: Mark was the first boy to ask Alex out so many years ago. Alex has looked into many minds over the years and feels comfortable saying that if there's a purer heart out there than Mark's, she's never seen it. Midnight: Trevor and Alex may not always see eye to eye but the fact that Erin loves him would be plenty reason for Alex to have his back. Beyond that, he's a good person and a better hero. AssociatesYoung Freedom 1.0: Hellion, Geckoman, and Breakdown were the other students that formed the initial Young Freedom. Alex has already gone to hell's door to help get James back and while she's not always in touch these days, she'd still help if the chips were down.Terminus Children: Good or bad, Alex is one of the most public faces of the T-babies these days and she feels some sort of inherent responsibility to try and help others that were caught in the same set of circumstances beyond their control. EnemiesThe Terminus: Its the boogeyman of the universe and the last big invasion is what gave Alex and so many others their odd powers. She tries every day to use them in ways that Omega would not approve of - for good. Pathos: There's not much, at this point, that can make Alex shudder and turn away. The efforts of her alternate-self, however, chill Alex to the core. No one has to remind Alex what's waiting if she goes down a dark path. She's already seen it.
  5. Nighthawk Robin Dianne Chevalier Character Playlist Trapt: Headstrong Maroon 5: One More Night OneRepublic: Counting Stars Jason DeRulo: Don't Wanna Go Home Beyonce: Run the World LMFAO: Party Rock Anthem Archetype and Design Nighthawk was an homage originally to the Batman of the Silver Age. The original thought behind her creation was what if Bruce Wayne had been poor and female when his parents died. What would that have looked like. In development, she's taken on more of a Power Man or Captain America as her Ultiman heritage pushes her beyond human normal. Still, strip everything down to the core of the character and its a young woman who really just doesn't want to see people lose the ones they love. Her current costume is based on what she can easily keep at hand but her adult costume draws from Psylocke and Nightwing in many ways. Current Role and Hooks Nighthawk sees herself as the protector of the innocents that live in the Fens, a task that she'd thrown herself into with singleminded devotion. She avoids the actual super villains, figuring she's out of their league but any sort of normal scum on the streets she pursues with enough grim determination to have labeled herself a vigilante. Recently, Claremont's headmistress has offered her a spot in the academy to hone her skills (and to keep herself from getting killed before she turns eighteen). While confident on the streets of the Fens, Robin is very much a fish out of water at the Academy as for the last six years her schooling has been spotty and for the last three years, she's been a homeless truant. Hooks to pull Nighthawk in are plentiful. Any sort of criminal activity that looks like it might hurt some innocent bystander and she'll throw herself into the thick of it. She's a student at Claremont with all of those associated requirements on her time but she still abandons the cushy academy to wander the Fens looking for trouble. She IS a known super hero, of the vigilante stripe, that works exclusively in the Fens which she is intimately familiar with. Robin doesn't just confine her hero-ing to punching things. She has some real guilt for the roof over her head and the access to food that she tends to try and cart off anything she gets that isn't pure need to bring it back 'home'. History Robin's family and home were happy until she was ten. They were poor, working class folk in the Fens but whatever financial limitations her parents had, it didn't touch Robin's life in any meaningful way. She was a beloved only child. Her parents scrimped and saved to make sure she could go to her gymnastics classes even though that was a definite luxury. Robin was a middling student, bright but unmotivated, but she was driven and dedicated to her after school activities. Her coach was beginning to talk about seriously looking at training for an athlete's life. She was happy. Her parents were killed, robbed, on a rare evening out when she was ten. The days that followed remain something of a blur. Her father's relatives were in Haiti, her mother's family was non-existent and with no one to take her in, Robin was left to the care of the system. She was bounced in and out of foster homes - none of them the stuff of horror stories but all of them overworked and ill prepared to deal with a grief stricken child with no outlet for her pain, or rage at the unfairness of having all she'd known whisked away. Robin started down a path that takes too many of the Fens kids, hanging out with a bad crowd and missing school. She was truant often and began the sort of petty antics that can lead down a much darker road. Although, whether Robin would have embraced that life was questionable. Truancy and graffiti is one thing, after all, but true villainy is an entirely different matter. Regardless, her late nights unsupervised left her by pure happenstance at the mouth of an alley as another crime was in progress in the Fens. The experience was a blur and remains a jumble of images and emotions to this day but at the end of the scuffle, she was standing, blood dripping off her knuckles. There was no thanks from the rather terrified young woman she'd helped but Robin didn't need thanks. She'd found an outlet, and a cause. Robin had finally found something to live for. She threw herself into the new life she'd chosen with a reckless fervor, creating a moniker and, in time, a reputation. Abandoning the latest foster home, Robin took to the streets, scavenging to survive by day and by night pursuing her quest to clean up the Fens, one petty crime at a time. Costume and Appearance Robin wears faded and frayed clothing that are without exception hand-me-downs or salvaged from the trash. Almost all of her clothing is a little oversized and she tops it off with a leather jacket that's also a size or two too large. She only has one pair of shoes, old and frayed sneakers that have been patched with duct tape more than once. She's a striking young woman under the old clothing. Her skin is a smooth brown and her eyes are a surprising shade of grey. Her dark hair is naturally a mop of tight black curls but she tries to trade favors for hair styling to have them put up in micro braids when she can to keep the unruly and easily snarled curls in a more manageable sort style for her life. Out of her clothes, Robin has the sort of near-zero-muscle fat that comes from hard conditioning and limited diet. Her build is compact, muscular - as much gymnast as dancer but she is honestly, a little too lean. Also, under her clothes, there are scars that criss cross her body. Robin has been shot a few times, and been stabbed or slashed more often than that and the marks of that remain on her skin as faint white reminders of her various brushes with death. At the moment, Nighthawk has no costume but for a shirt with a bird logo that she wears and a dark t-shirt with holes poked out for eyes tied around her head. Powers Robin began Claremont thinking that she had no powers because she has always associated her speed and strength with training and hard work. She's never tried to lift a car off of someone, or tried to punch a brick wall as hard as she could. It wasn't until her experiences at Claremont put lie to her understanding of her limitations. Additionally, part of Robin's supernatural abilities has been consumed with keeping her alive and in decent enough shape while living a very hard life. With access to food and rest, as she began to actually be able to tap into the peak of her capabilities. Robin's not sure what to think of it although she assumes its some minor mutation as she's no paragon. Robin's powers are all innate. Unknown to her, the limits of her body are simply higher than humans because she's only half human. (See Secret Origin Below). In a fight, Robin tends to take the tactics of first in, last out. She's a scrappy fighter that does best in close quarters and she knows it. As she grows at Claremont, she'll expand her bag of tricks but when it comes down to a fight, due to both personality and power, Robin will be on the front line. Personal Life Robin's personal life is next to non-existent. She's spent the last three years letting what few, slim ties she had as Robin vanish into nothing and cultivated instead Nighthawk's network of contacts and the occasional ally willing to let her rest up for a night in a spare room or on a couch. Robin's used to doing for herself and letting no one in and that has stunted her interpersonal skills a bit. Oh, she's perfectly capable of carrying on a superficial conversation but letting someone actually into her emotional space isn't something she even knows how to do. She may never actually be good at it. The sad thing is, Robin actually does want that human connection. At least a part of her does. But she's also afraid of loss and the hurt that comes along with it. Robin has a lot of barriers to break down to ever find something like 'emotionally functional' again. While she's not suicidal, part of her has accepted her own death as an inevitable conclusion to the life she's chosen. Homeless Robin has been homeless for almost three years and its not easy. It's left her both guilty about the sudden influx of things like 'food', 'shelter' and clean water but also its hard to adjust. Robin struggles to understand where her classmates are coming from. She doesn't begrudge them their advantages but things like casual waste do ruffle her feathers. Her bed at Claremont is too soft and her room is too quiet. Half the time she feels like a wild thing, trying to adjust to a very nice cage. Robin stays at Claremont because she understands the benefits and she appreciates everything she's been given but it's still hard. When people aren't looking, she takes extra from the cafeteria and some nights, if she can't get comfortable under her bed, she sneaks out to try and find a spot on the roof to nap because honestly, it's much more what she's used to now. Secret Origins Robin's powers are not a minor mutation but rather a genetic legacy from her mother who hails from Hyperborea. It was not a simple robber that killed Robin's parents but rather an attack by snake people on an Ultiman exile and Robin's father merely happened to have been their collateral damage. Robin has no knowledge of her heritage, nor any thing from her mother that would betray that ancestry although more questions may get raised if she ever develops the more esoteric powers of her diluted birthright. One can see Robin's Ultiman ancestry in her ruthless devotion to excellence, a trait she gained from her mother but much of the more tell-tale signs have been blunted by both her lack of training and her human half. Allies, Associates and Enemies AlliesAssociatesClaremont: Although Nighthawk is still stumbling through making any real friendships at Claremont, it really doesn't take much to earn her loyalty. Those she meets at Claremont, as little as she might have in common, she shares a certain kinship. Nighthawk is willing to jump in front of a bullet for total strangers, she wouldn't hesitate to do the same for her first tentative friends in a long time. EnemiesMisc. Gangs: The Fens have many and varied criminals and Robin has made it a personal goal to track down every single one and kick their teeth in. There are any number of criminals in the Fens that would like to see Nighthawk shot full of many rounds of bullets and put out of their hair for good. One of these days they might actually manage to organize enough to try it.
  6. Miller Park, The Fen’s Freedom City 23rd February 2015, 10:00 am The small rather grotty park on the edge of the fen’s had a rather dubious distinction for the kind of people that inhabited the park through the night. BUt the local inhabitants had had enough and were trying to improve the reputation of the area and it started by cleaning up the area. Several of the cities largest companies had donated money towards the project and several organizations had donated their time including several school, Claremont being one of them. As part of you Social Responsibility class you’ve all been bused in to spend the morning cleaning up trash, not the most exciting of events but at least it get’s you out of the classroom.
  7. Electra

    House of L

    House of L “House of L” is an alternate universe plot-arc that took place over Memorial Day Weekend (May 31-June 2) 2010. After an Omegadrone attack claimed the life of Mark Lucas (Edge), his grieving father used previously unknown powers to rewrite reality in a way that suited his views of what the world should be like. Mark's friends from the Claremont Academy, among the only ones able to remember the original timeline, had to face him down and set the timeline right, though at personal cost to several of them. Characters Player Characters Mark Lucas (Edge) Trevor Hunter (Midnight II) Chris Kenzie (Geckoman) Eve Martel (Sage) James Prophet (Hellion) Erin White (Wander) Notable NPCs Travis Hunter (Midnight I) Elizabeth Lawlett (Spellbound) Rick Lucas Martha Lucas Faith Martel (Seraph) Duncan Summers (Raven I) Jasmine Summers (Jasmine Sin) Plot House of L It is Memorial Day in Freedom City, and the students of Claremont Academy are scattered to various leisure activities. An emergency call goes out, first to Young Freedom, then to the League and other students, warning of something terrible happening at the Lucas residence. The great popularity in the hero community of both Rick Lucas and his son Mark ensures a swift response by many heroes, where they find the immediate aftermath of a fight with several Omegadrones and a robot copy of Shadivan Steelgrave. Before anyone can intervene, Mark inadvertently sets off a booby trap bomb in the Steelgrave robot, which explodes, sending a large chunk of shrapnel through his chest. Though it is obvious to some that Mark is already dead, he's immediately teleported to the hospital where various doctors and heroes with healing powers work to save him, while others keep vigil. None of their efforts are successful though, so attention turns to comforting the grieving parents. Rick Lucas will accept no comfort, instead turning and lashing out at his old colleagues, even as unsuspected superpowers well up inside him. He uses his newfound abilities to dissolve Captain Thunder and Bolt in a swirl of black inkblots. As members of the Freedom League try to restrain him, he bursts out in fury, revealing the power of his djinn roots as he screams “I WISH EVERYTHING WAS THE WAY IT'S SUPPOSED TO BE AGAIN!” Even as the members of Young Freedom rush to take cover, the world goes dark. Wakeup Call One by one, the Claremont students wake up, disoriented, seemingly in the bedrooms that are familiar to them, but with a feeling of disorientation as they realize the lives they remember now are not the lives of the timeline they just left. Each student has memories of a lifetime in this new timeline, but at the same time, they seem to be the only ones who recall their old lives on Earth Prime. James wakes up on a spaceship, recalling that he is no longer a prince of Hell, but the playboy exiled prince of a starfaring world called Lucifer-1. His codename is Hell-Ion, and he lives about his ship, crewed by an affectionate AI named Persephone. Chris finds himself the adopted son of Duncan and Jasmine Summers, living with them and carrying on the Raven moniker. No explanation is given as to the fate of his own parents or Callie Summers, the current Prime Raven. Eve is his girlfriend, and “Geckoman” on this world is an animalistic villain. His Prime girlfriend, Liz Lawlett, never reformed to become a hero here. Trevor wakes on the anniversary of his parents' tragic death, and is comforted by his young and vital grandparents, Travis and Margery. A super-serum has kept them both healthy and active in the hero community well into their eighties. He is now known as “Kid Midnight,” and drives a rocket cycle with a giant clock on it. Eve is woken by her cousin Faith, who remembers nothing of her life on Prime, on the day of Eve's citywide recital. A hot young musician, Eve has a beautiful voice, a singing career, and psychic powers as well. Erin falls out of the sky and lands on the lawn of Freedom Hall, her temporal inertia and extra-dimensional origin preventing her from being integrated into a new life. Instead, she has been replaced by a native version of herself with a living family. The students spend the morning trying to figure out their new lives, even as their paths begin to intersect. Erin is chased halfway across Freedom City by her double and several other superheroes who believe she is the villainous “Rednaw,” keeping ahead of them thanks to her double's habit of stopping to make speeches or talk to other heroes. The native Wander calls Kid Midnight for help, even as James remembers enough of how to work his ship to beam Erin up and out of danger. The resulting byplay makes it obvious that in this world, there is a love-triangle of sorts at work between Wander, Kid Midnight, and Hell-Ion, a fact that makes all three students uncomfortable. They begin investigating the changes in the world, and realize that in this universe, Rick Lucas died saving the Centurion during the Terminus Invasion, and the Freedom League is still composed mostly of its WWII roster. They witness the capture of Dr. Mayhem, who also seems to remember reality on Earth Prime. As he rants and tries to make the others remember, he is swallowed and erased by the same black dots that dissolved Captain Thunder and Bolt. Apparently everything in this world that does not play by Rick Lucas' rules is removed, permanently. Meanwhile, Chris goes to try and find Liz, his girlfriend on Prime. When he finds her, the reformed villain spellcaster is now a Wizard-of-Oz style wicked witch, who cackles and throws fireballs when he tries to question her. He is having a harder time than the others trying to reconcile his real memories with the implanted life he's been given. Provoked by the changes in Spellbound as much as by her attacks on him, Chris begins returning her attacks, a no-no in the sanitized and chivalrous world Rick Lucas has created. Erin teleports down to help him, since she is exempt from the rule against hitting girls. They win the fight, but that doesn't stop the ink blots from attempting to rewrite Chris! A tendril of ink strikes him in the head just before James teleports them away. Trevor teleports down to find Eve, who has been at her recital, preparing to sing in the city recital. Unlike the others, she has deliberately ignored the memories of her own life, enchanted by having her voice back and the beautiful world she seems to live in. Notes of wrongness creep in despite her best efforts, however, and when she reaches the stage, she is too undone to sing, and leaves the stage. Trevor follows her and convinces her to join the others. Up on the ship, they debate their options and decide that they must return the timeline to the way it was, no matter the consequences to them personally. Although many heroes who died on Prime are alive here, and the world is free of much of the conflict that plagues Prime, it's all a facade, maintained by the dissolution of anyone who disrupts the peace. In addition, it's obvious that millions, perhaps billions of people from Prime simply do not exist on this world, their homes and lives replaced by iconic representations of wild jungle or savanna, or simply erased. To restore the timeline, the team is going to have to confront Rick Lucas and stop him. They decide to go and find Mark. Bringing Down the House The students teleport down to Mark's house, where Eve senses Mark's mind, alive and conscious, but terrified and disoriented. He is trapped in his room with no way out. They approach the house and meet Mark's mother Martha, who appears drunk but also strangely lifeless, as though her will has been drained away somehow. She allows them to go upstairs, where they find Mark trapped behind a wall in a bedroom with no door. A joint effort by Mark and Trevor allows him to break through the wall, where his teammates try and fill him in on what's been going on. Martha begins to recover her memories of Prime, but passes out from the shock and strain of seeing Mark alive and trying to reconcile all her conflicting memories. Eve locates Rick Lucas where he is hiding, in the computer room of Freedom Hall, and the students call him out for the final confrontation. He teleports the entire house to Freedom Hall, which is standing open and empty. The students enter the Hall and confront Rick Lucas, who explains that his world is not finished, that he just needs to keep working on it until it's an entirely perfect place. He's going to use his powers to make everything better, the way superheroes are supposed to! One by one, the students reason with him, trying to convince him that he cannot be the arbiter of life, death and morality, and that the world he's creating is no utopia. When Chris angrily demands to know why his reformed girlfriend was unreformed, and the highly competent and trained female Raven was replaced by a callow teenager, it is revealed that the black dots have transformed Chris into a robot, who Rick Lucas tries to denounce as a trick of the Foundry. No one is buying it though, least of all Chris. Rick tries to point out all the good he has done for the teenagers themselves. Trevor's grandparents are alive and healthy, James is no longer tormented by the demons who haunt his dreams and try to influence his actions. Eve has her voice back, with fame to go with it, and although he couldn't help Erin herself, the White family is alive and well, untouched by tragedy and with a heroic daughter. And of course Mark is alive and well again. Rick will not accept the possibility of any timeline being correct if it means his son has to die. Mark steps forward and rejects the 'gift' his father has bestowed, pointing out that it is a hero's duty to lay down his life when the world is at stake, just as Rick's hero the Centurion did on Earth Prime. The other students step up as well, each one willing to throw away the life Rick would give them here in favor of the real world they left behind. Despite Rick's immense world-shaping power, they prepare themselves to fight. As Rick surveys the teenagers lined up to battle him, he laughs brokenly and says no more children will die today, even as the world fills with black dots. The End As the dots clear, the students find themselves back on the lawn of the Lucas residence, surrounded by other heroes and the remains of a fight with Omegadrones. They are back on Earth Prime, but Mark is with them, alive. Rick has rewritten reality one more time, but at a price. As everyone watches, he tells Mark and Martha that he cannot stay in this world anymore, that Prime cannot tolerate two powerful reality warpers without the risk of somehow enslaving the populace. He promises Martha he will see her soon, then vanishes into thin air, beyond the reach even of the psionically and dimensionally sensitive heroes. As Mark and Martha begin to mourn, Mark asks everyone to just leave them alone for awhile. With mixed feelings, everyone disperses, leaving them to their grief for the moment. Followup Following the events of House of L, there were several subsidiary threads for characters dealing with the aftermath of the crisis. In addition, the sitewide Vignette topic for June 2010 was “House of L Revisited, which gave players who did not take part in the adventure to reimagine their character through the lens of Rick Lucas' mad fantasy. Nevermore After experiencing life as part of the Summers family, Chris goes to confront Duncan Summers about what happened and what he saw in the altered timeline. Summers, though angered and saddened by what his old friend Rick Lucas did, refuses to crucify the man for what he did in a moment of grief. He also shares a moment of private pain with Chris, who leaves not entirely satisfied, but educated. Eve of Midnight When the fighting is over, Eve and Trevor share a private moment where Eve comes to terms with losing her voice and her aspirations once again. Trevor thanks her for the sacrifice that helped bring his parents back, and the two bond over coffee and a few short jokes. House of L Revisited Sixteen vignettes revealed the lives of other assorted heroes in the rewritten timeline, some of whom fared better than others. A few, like Dark Star and Fleur de Joie, slid easily into the reimagined world of goodness and peace that Rick Lucas created, while others, like Avenger and Phantom required such extensive revisions as to be hardly recognizable. The extremely unlucky Zephyr found that, like Wander, her temporal inertia protected her from initial rewriting by the black dots, but that did not mean she could live peacefully in Rick Lucas' paradise. And much like Raven II, there is no room in the new world for a minority female legacy character like Elena Gurrero's Scarab when the original can be restored. Links House of L House of L: Wakeup Call House of L: Bringing Down the House House of L: The End House of L: Nevermore House of L: Eve of Midnight To see the House of L vignettes, run a phrase search on “House of L Vignette” on the forums.
  8. Claremont Academy The Claremont Academy, its staff, existing students and teams are all recognized as Product Identity of Green Ronin Publishing, in accordance with Section 1(e) of the Open Game License, Version 1.0a. The Claremont Academy is a private semi-residential high school in the Bayview neighborhood of Freedom City. Originally a traditional four-year high school, it has recently been acquired by retired superhero Duncan Summers and converted into a school strictly for teenagers with metahuman abilities. Most of the school's students live in dormitories on its campus, but some local students choose to live at home and attend day school there. The school's large endowment, some of which is speculated to come from hero alumni or those interested in cultivating a new generation of heroes, is instrumental in its work to gather and train metahuman teenagers from all parts of the country. Claremont Academy's sister school and feeder is the private Nicholson School, which provides education and boarding for metahuman children from kindergarten through eighth grade. Claremont Staff Summers, Duncan: Headmaster. Unknown to the students (though suspected by a few), Summers was the first Raven, the dark-clad crimefighter of the 1960s, and father of the current Raven. Due to recent health concerns he has stepped down. Dugan, Martha: Vice Principal. She has stepped in as principle during Mr. Summers absence. Faulks, Basil: the very weird chief janitor. Harcourt, Stephanie: gifted inventors whose actions during the Terminus Invasion brought her to Summers' attention. Teaches advanced science courses. Hawke, Leeroy (Turbo-Boost): teaches ethics and responsibility, lessons he's learned the hard way as a reformed criminal. Joy, Aretha: Humble yet outgoing nurse. Kuzkin, Demetrius: strange head of the theater department. Marquez, Gabriel: Counselor at the Claremont Academy, confined to a wheelchair since the Terminus Invasion, which also awakened his power to temporarily nullify the powers of others. Perry, Jesse (Ghostman): Former crimefigher in the 1980s who used his powers to strike fear into the hearts of organized crime. Retired to write a series of pulp novels, using his experiences as fuel; now Claremont's creative writing teacher. Skyler, Darian: Righteously self-important calculus teacher. Armstrong, Travis: Gym teacher, tries to get everyone to call him Coach, usually fails. Not a big believer in second chances. Claremont Uniforms The school colors of Claremont are blue and gold. All students participating in active hero training are eligible to wear the school uniform, which is made of super-durable material and can be replaced at no charge. Students may also elect to design their own uniforms, but are then responsible for acquiring and replacing them as well.
  9. Young Freedom Young Freedom is the second super team to be started at the Claremont Academy. It first came to public notice in the spring of 2009, when its members defused a hostage situation at Freedom City's baseball stadium. Though it has never attained the public profile of the initial teen team at Claremont, Next Gen, Young Freedom has proven its worth many times over in the hero community of Freedom City. After three eventful years, perhaps the only reason YF hasn't eclipsed Next Gen is that many of its adventures have involved extradimensional travel, including trips to the Terminus. As a teen team, the turnover on Young Freedom is quite high, though former members tend to stay in touch and may occasionally participate in missions. Although based at Claremont Academy, the team often has a headquarters off-campus, typically belonging to one of the members or their families. Young Freedom does not have a team uniform, but all of its members share an insignia, a silver emblem with the letters “YF” printed on it, which most of them wear as a belt ornament. Iterations of Young Freedom Turnover on Young Freedom is fairly high, since the longest a member can be part of the team is two years (typically age 16-18). The iterations of the team have been divided into generations, with a new x.0 designation marking a complete team turnover from the last x.0 team. Young Freedom 1.0 The founding members of Young Freedom came together in Spring of 2009. Team 1.0 ran approximately from Spring 2009 to Spring 2010, with the expulsion of Breakdown, the graduation of Geckoman and Hellion, and the addition of Midnight II. Members: Breakdown Edge Geckoman Hellion Psyche Phalanx Wander Young Freedom 1.25 An interstitial period for Young Freedom, marked by fewer full-team missions and more duo or trio work for team members. Team 1.25 ran approximately from Spring 2010 through the end of 2010, when Psyche and Phalanx left the team to focus on preparing for post-school careers and Cobalt Templar and Sage were added to the roster. Members: Edge Midnight II Psyche Phalanx Wander Young Freedom 1.5 Arguably the best-known iteration of Young Freedom to date, Team 1.5 was responsible for a successful defense against the forces of Omega and the Terminus, though details of their efforts have largely been suppressed. This iteration of the team ran through the first half of 2011, when the final founding members Edge and Wander graduated, along with Midnight II, leaving Cobalt Templar and Sage to lead the new generation of Young Freedom. Members: Cobalt Templar Edge Midnight II Sage Wander Young Freedom 2.0 With all the founding members gone, new team leaders Cobalt Templar and Sage recruited new rookie heroes to fill out the team roster and carry on the YF tradition. Team 2.0 ran from Summer 2011 to the end of Spring 2012, when Cobalt Templar and Sage graduated. Members: Citizen Cobalt Templar Ghost Girl Papercut Sage Wraith Young Freedom 2.5 After the graduation of Cobalt Templar and Sage, Young Freedom continued as a loose confederation of student heroes until the graduation of Citizen and Papercut in Spring 2013. Members Citizen Crimson Tiger Ghost Girl Glow Papercut Wraith
  10. The Combat Simulator used bleeding edge technology to allow students to face almost any perceivable threat. They could face anything from a mugger to the Lord of Entropy himself all without putting themselves in any danger. Unfortunately it was run and organised by very much flawed humans, who very rarely made mistakes. It seems that somehow both you groups have been booked to use the CS at the same time. Well you’re all here at the same time, what are you to do?
  11. March 1, 2015 Claremont Academy When Wander arrived at Duncan Summers' office, the headmaster emeritus was there to greet her as if it was still old times and she was still a Claremont student. She'd heard the old man was dialing back these days, gradually shifting the load of running the school to his daughter Callie, but in his black sweater and slacks, he certainly looked as hale and hearty as he ever had. Of course, when you spent a lot of time around Travis Hunter, a generation older than Duncan, maybe the Old Man didn't look so old after all. "Good afternoon, Ms. White," he told her cordially from behind his desk. As usual, thanks to his bad leg, he was seated at her approach. "Thank you for coming. I need you to do for one of my students what Fulcrum did for you when you were a student here." He didn't ask - evidently trusting her answer already. "I understand you've worked with Atlanteans in the past?"
  12. Player Name: Raveled Character Name: Brigandine Power Level: 7 (105/105PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: The latest heir to an ancient legacy. Alternate Identity: Ami Jennifer Rask-Martel Identity: Secret Birthplace: Lyon, Rhone-Alps, France Occupation: Student, superhero Affiliations: Claremont Academy, Rask Aeronautics, Martel Industries Family: Walter Rask-Martel (Father), Brigitte Rask-Martel (Mother), Caroline Rask-Martel (Older sister), Jack Rask-Martel (Younger brother), many more. Description Age: 16 Gender: Female Ethnicity: Danish-French-Swiss Height: 5' 11" Weight: 115 lbs Eyes: Green-gray Hair: Black, dyed blonde Ami Rask is a tall girl, still skinny in the way of youth, with a boundless energy and an enthusiasm for life that shines through in everything she does. She hair is long and straight and naturally dark, but she dyes it a honey-blonde color. Her eyes are green-grey and bright and usually open very wide. Most of the time Ami is dressed in simple, elegant dresses and skirts in solid colors or complex patterns. She's a stickler for cleanliness and will usually check her clothes once or twice an hour for stray hairs, fuzz balls, or uncut threads. When Ami knows she's going into combat, she wears a jumpsuit designed by Martel Industries to maximize her psychic potential. It's grey-black, with large circles of channeling material over her chakra points and lines connecting them all. When she pushes her powers to the max, she lights up like a fiber-optic Christmas tree, but it helps to keep her powers under control. Her telekinetic 'suit' is a large, vaguely human-looking form with trunk-like legs and arms. Power Descriptions: Ami can create telekinetic fields that she layers around herself, creating an energy suit. While the suit is active, she is in the center of a ten-foot tall vaguely humanoid figure, with huge arms and legs and fingers. The suit is created from her will and her mind, so it reacts to her emotional state; when she's angry it may develop spikes and long, jagged claws. When she's scared it may become sleeker, more compact, more able to hide. When she's showing off it will gain a more defined and more clearly feminine form. History: Ami Rask has always lived in interesting times, and loved every minute of it. Her family is wealthy; about the same time as her parents married, Walter’s engineering firm was brought under the wings of Martel Industries. So Ami and her two siblings were born into the Martel family, with the usual high standards Martels demanded of all their family members. Ami approached every test with zeal and elan, and even when she failed she came through it with a smile. Even from a young age, there didn’t seem to be any limits to her courage or her desire to explore, and when she started moving things with her mind she accepted the new training with open arms. Soon, in addition to her regular schooling, Ami found herself given more specialized instruction and inducted into some of her family’s secrets. She already knew the Martels traced their line back to Charlemagne; she didn’t realize that the family had spent centuries battling to protect civilization. Now that Ami had some of the very special skills that the Martels had cultivated over generations, she would be expected to take a more active role in their fight. Despite the danger and difficulty of the drills, Ami approached every day with new enthusiasm and progressed through the training with speed. At the same time, her cousin Eve Martel was learning things at the Claremont Academy that she never could have understood if she stayed under the family’s protective wing. Sage was one of the most effective soldiers the line of Charlemagne had ever produced, and the decision was made to enroll Ami in the school. She accepted the notion of going across an ocean and living among strangers in a strange country with the same excitement that she did everything. She was sad to leave her family in France, but she was excited to go live in America and learn from the same people that taught her storied cousin. Personality & Motivation: Ami Rask is a gregarious woman, always upbeat and outgoing. She loves meeting new people, trying new things, going new places, and she very rarely says 'no' to anyone. She works hard to keep an upbeat outlook no matter what the situation may be; even if things seem bleak, she is always looking for the silver lining and trying inject as much positivity in to a situation as she can. Ami is intensely aware of her family's place, as the heirs of Charlemagne and longstanding protectors of the world. More specifically, she tries to live up to the standard set by her aunt, Eve Martel. While not everything the intense young Martel has done is openly discussed even within the family, she knows that her aunt has become a respected hero in Freedom City. Her name her family is a challenge to live up to, but her aunt is an example to emulate. Powers & Tactics: Brigandine isn't very subtle in her approach. She gets into melee distance to the most dangerous enemy on the field and engages them directly, wrestling them if she thinks she can overpower them with brute strength, or else keeping them busy so any allies she had can deal with other threats. If an enemy is keeping away from her, she can use almost anything lying around the battlefield as an effective javelin, or close the gap with a powerful leap. If she can, she likes to sneak up close beforehand to guarantee that she can start the fight by immobilizing the biggest threat Complications: Secret The decision was made a long time ago to keep Charlemagne's legacy a secret from the world at large. Ami strives to keep that secret, which means she has to keep her own superheroic activities a secret. Thrill Seeker Ami will try anything once, the more dangerous the better! She might choose an unsafe action simply because it's more thrilling. Psychic Backlash Ami's amazing suit is created by her own psychic power, and while she can usually control it, if she pushes her limits she can 'strain' her powers. Rousseau Was Right, You Know Ami can be idealistic, and if an enemy tries to surrender she'll probably accept it. This means ruthless foes can take advantage of her better nature. Agent of Charlemagne As a Martel, Ami may be called upon to undertake special missions for her family's mission. This could lead to a conflict of interest with other superheroes, even her friends. Abilities: 0 + 4 + 6 + 2 + 6 + 8 = 26PP Strength: 25/10 (+7/+0) Dexterity: 14 (+2) Constitution: 20/16 (+5/+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +2 Attack: +7 Melee, +3 Ranged, +7 Thrown Grapple: +7/+20 Defense: +7 (+4 Base, +4 Dodge Focus, -1 Size), +2 Flat-Footed Knockback: -3/-1 Saving Throws: 0 + 2 + 3 = 5PP Toughness: +7/+3 (+5/+3 Con, +2 Protection) Fortitude: +5/+3 (+5/+3 Con, +0) Reflex: +4 (+2 Dex, +2) Will: +6 (+3 Wis, +3) Skills: 56R = 14PP Bluff 8 (+12)Skill Mastery Concentration 8 (+11)Second Chance Diplomacy 11 (+15)Skill Mastery Drive 8 (+10)Skill Mastery Intimidate 0 (+6Large/+4) Language 5 (Danish, English, French [N], Italian, Mandarin, Japanese) Pilot 8 (+10)Skill Mastery Stealth 8 (+6Large/+10) Feats: 17PP Attack Focus (Melee) 4 Attack Specialization (Thrown) 2 Benefit (Martel Family) Benefit (Wealth I) Dodge Focus 4 Improved Grab Second Chance (Concentration) Skill Mastery (Bluff, Diplomacy, Drive, Pilot) Quick Change Uncanny Dodge (Auditory) Powers: 29 = 29PP Alternate Form 5.9 (Mind Improves Matter) [29PP] Enhanced Strength 7 [7PP] Growth 4 (Large Size, +8 Str, +4 Con, -1 Att/-1 Def, +4 Grapple, -4 Stealth, +2 Intimidation, Flaw: Permanent) [12PP] Leaping 2 [2PP] Protection 2 [2PP] Speed 2 (25MPH) [2PP] Super-Strength 2 (Str 40) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 21 Toughness (staged) Damage (Physical) Totals: Abilities (26) + Combat (14) + Saving Throws (5) + Skills (14) + Feats (17) + Powers (29) - Drawbacks (0) = 105/105 Power Points
  13. So, as it stands now there are going to be two threads coming up. One starting sooner. 1. Campout/Social thread/adventure in your mind! Errant attempts to have a bit of socially stuff with friends, and 'friends', and classmates, because... they tell him it is a wise thing to do. And then he accidentally imbibes hallucinogenic mushrooms... Oooooooo! Characters Involved: Errant, open. 2. Errant gets kidnapped by a nemesis, and is getting turned into a telepathic living weapon. His friends have to save him. This is set during during Thanksgiving, or in the chaos post Incursion resolution/new year what not.. Characters involved: Arrowhawk, Glamazon, Thoughspeed, Blod, (room for 1 or 2 more?)
  14. I'm looking for two or three other PCs to be a thread involving alternate universe counterparts of themselves. These are going to be friendly, or at least non-hostile versions; the focus of the thread is going to be Jay confronting the fact that there are no alternate versions of herself. EP has graciously volunteered to GM, so he has final say on things.
  15. Claremont Academy Headmaster's Office Thursday, September 4th, 6:00pm Aleksander Nakani was not a troublemaker, the sort to get called in to the Headmaster's office for a fight or prank or the like. But neither was it an unfamiliar place. When you're training to take up the mantle of the man who sits in that room, it is perhaps inevitable that you meet with that man. Or his daughter. Who is also your boss in the field. Not exactly the easiest position to hold, even for a disciplined teen like Alek. Still, Headmaster Summers had called for a meeting with him, and he was far from refusing. Of course, he had paused for a moment when he walked in, seeing not only Headmaster Duncan Summers, but also his daughter Callie Summers, and a young man he didn't recognize. The former was seated in the big chair behind the big desk; his daughter stood to one side of him, the stranger to the other. Alek closed the door to the office and walked to a spot a few feet in front of the desk, where he had a clear view of all 3 adults in the room. He gave them all assessing looks for a few moments before speaking up. "Per your request, Headmaster, I'm here."
  16. OOC for >this thread. Probably won't need it, but just in case.
  17. What: There's a new gang of young supers in town, foundlings of the humanitarian WYRM(World Youth Rescue Movement, as per the tag above) organization dedicated to saving teenaged exceptionals from abusive, corrupt, criminal or neglectful circumstances. The ones they save are taken to Freedom City and given the best training and education the Movement's obscure yet fabulously wealthy backers can afford, and encouraged to become superheroes in their own right. It's a group founded partly in fear of what disadvantaged metahumans might become if not given a 'proper' upbringing, and partly on real charity. And in a city as big as Freedom, there's plenty of space for an accidental meeting while taking on some fire-based villainy! Who: Fourish Claremont students, including Cho Lee. I was hoping for a lineup of lighter, fun-loving sorts. PL isn't too much of an issue, 8-10 preferred. How: Combat opening, talky ending. Plenty of space for bizarre or novel tactics over simple blasting.
  18. Port Regal, Freedom City, New Jersey Cline Home Tuesday, February 4th, 2014 William walked into his family's home with less than his usual vigor and energy. He was oddly subdued and, unusually, glad his father wasn't home. His mother could feel the relief. She'd felt Will's subtle probe and inquiry earlier, when he'd been "told" that his father and younger sister were out and about in the city, likely getting into some sort of trouble. William wasn't carrying an overnight bag or anything (not that he needed one; he had enough supplies at home to split his time if he liked), and didn't even have a backpack full of homework. He just had a couple slightly wrinkled sheets of paper clenched in one hand. He moved into the kitchen, looking for Paige. "Hey, uh, Mom? Where are you at?"
  19. Dodododo, okay. So, I'm kind of bored here. I mean building PL7s is fun, but I want to do some active work stuff. So what can we get moving for Claremonters now? We've got a fresh new batch, and the intros are running down a bit. So where do we want to set these? After school, in class, combat simulation? We want to do something right?
  20. January 5th 2:34 PM The front of Claremont was a very large gate. Past that gate was a large manicured lawn, and past that, was a big, square building, which was where the car had dropped Georgia off. Really the whole area looked less like a high school and more like the colleges in the pictures on the pamplets in the guidance counselor's office. She'd spent a lot of time in there the last few months. The public school she went too previously wasn't too reluctant to let her go, but they did talk to her a lot about the transfer paperwork involved.In fact, she was under the impression they wanted her to go, that it was a great opportunity and that she would get the best they could offer and they'd only heard good things about this school. Not that it mattered to them that she'd be leaving behind all her friends to go to this great opportunity, or that she suspected, couldn't confirm, but heavily suspected they might of been getting some reimbusement for some of the accidental breaking of things around the school. She could only guess really, it wasn't like the school hated her, more like they didn't notice her, which was pretty evident that she was rarely reported absent from her more streniously boring classes. Walking up to the gate, she realized something that hadn't occurred to her, that probably wouldn't be the case here. Whatever the consequences were, it likely wouldn't be as easy to fade enough into the background to get enough comfortable apathy that her old city school had. They'd straight out told her she'd be getting special classes to deal with her new thing. Looking at her hand she stared at it for a few seconds before absently moving it through her luggage and grabbing a brush she'd tucked into the inner pocket. Yep, still weird as hell. Especially since she could put it back just as easily. After that she picked up the trunk and put it on her shoulder like it was a duffle bag. Maybe she'd be more self concious about it if she wasn't, well she didn't know. She was essentually standing in front of the real world equivalent of Hogwarts, though she severly doubted she'd have to sit under a sorting hat. Looking at the square building she shrugged and walked forward. It was Sunday, but they were supposedly expecting her so she could start school for the new semester the next day. She didn't exactly know what to expect, Georgia (the state, not herself, she knew she'd get ribbed for that, but it was really not that big a thing), wasn't really a superhero central, not as much as this area at least. Well, maybe they'd try to be somewhat normal, but honestly, she'd left normal behind a while ago.
  21. August 30th, 2013 Just after dinner Claremont Academy, Games Room Tona Baudin sat on the couch, huddled into herself, stealing looks at the women across the table from her. The young archer was wielding unfamiliar tools, weapons which she had never considered until today. She felt the stares of the other three young females, and glared daggers at the only thing left for her to choose. "I don't see why we can't both be ninjas," she said, for the third time. She looked at Sam Vance, who was already shuffling her two decks of cards. "We both like sneaking. Why can't we both be... sneaky people?" She looked at the cards already in her hand, the Pirate deck. She had chosen it mainly because the pictures looked a bit more real than on the other cards; and now she was staring at the Alien deck. She knew she had to have two decks, but the combination reminded her uneasily of her trip to Sanctuary. Tona's eyes shifted to Kristen and Jennifer, looking for support. She didn't really know the two other Claremont students very well, but apparently they were also dating, and Jennifer had a yen for board games. The idea of the four girls bonding over pieces of cardboard was evidently normal for this dimension, because Sam hadn't reacted oddly to the suggestion. Which was why Tona was here, feeling -- oddly enough -- quite at sea.
  22. So due to real life stuff and the previous thread kind of being lost in confusion land, I'm not going to try and wait for the previous thread to complete before moving on with Amelyth. So I was thinking a thread where 1-2 heroes from Claremont go out and help show my character the ropes or something like that. I don't feel comfortable GMing this so in the end we should have 3-4 players or something. I'm okay with anything as long as it's related to Claremont. Edit: Missed a "don't", funny how this changes a sentence.
  23. So... Semi follow up to the Camping trip. Was thinking of a field trip out, and this time it being a day trip. Maybe to New York. Or going out to the beach to spend the day picking up the beach of volunteer work.
  24. GM 2013, February 28th, Wednesday, 12.05 PM Freedom City, Bayview, Claremont Academy, Mathias Cooke Wing, Room 206B The place was Freedom City. The year was 1965, and the dim room had just gone through one of the harrowing stories of the human race on the brink. Some of the impact was lost on the more apathetic, dead or alien students, but everyone at least kind of looked interested. Dr. Amelia Valero clicked to the last slide, showing a faded 1960s picture of the bulky and purple Soarazon fleet roaring back into the sky, the Freedom League watching them go. The distinguished-looking woman paced forward, declaring placidly "That single stroke by Galatea and Sea-King was enough. The warlike Soarazons had never encountered mercy or forgiveness before from other races during an attack since the High Wars, and so they left Earth at once in the company of Star Knight to surrender themselves to the Lor fleet, vowing never to return." She smiled dourly "This vow has been broken at least twice before, each time on the anniversary of the attack, although each time the blockade fleet informs us that they stopped the invaders far from our system's borders. Something to think about when you go to Astronomy" she added with a faint grin. Looking over the lines of seated students her cool brown eyes flicked up to the clock at the back of the room(catching a few furtive backwards glances with a silent rebuke) the Supers History teacher sighed almost imperceptibly for those without super-hearing and began to put back together her notes and the class textbook. "I'm afraid time's up for today, class. Tomorrow we'll start in on the latter 1960s. All Tectonic, all the time!" the answering groan from the students got a real laugh from the sturdy Latin woman "Alright, settle down, I'm joking. He was a very crucial figure though. and his exploits fighting the Vibrator are difficult to believe. Dismissed!" In an instant the classroom burst into motion, the lights came back on and the dozens of students surged back out into the halls, most of them chatting happily to each other in small knots of friendship, handing in late papers with suitably apologetic looks to the briskly polite professor, or charging off alone to something they were already ten minutes late for, legs pumping furiously. Six students however were called back in. "Ah, Mr. Silvestri! Sondo! Stelzer! Griffith, Andrews, Solarin!" the last three were directed at a tall and refined-looking African boy, a stocky and grumpy British girl with dark red hair, and a muscular, excited American boy with bright blue eyes and black hair. She raised an eyebrow as she scanned over a small sheet on her desk "Lot of 'S' names in my classes for some reason. Anyway, since you did so well on the last test(and I must admit, in your case I'm astounded, Mr. Stelzer) I want you all to band together and do a mini-project on alien invasions of the 1960s. It has to be at least twenty pages if written, ten minutes if a recording of some kind, otherwise you're free to do as you like! Any questions?" She asked with a warm smile.
  25. New students got faculty and students together to greet them when they arrived at the school, but potential faculty was something else entirely. When the taxi from Hanover left Dr. Estelle de Haviland off at the front gates of the Claremont Academy, Dr. de Haviland was greeted at the door by the headmaster of the academy himself. "Hello, Dr. de Haviland. Welcome to Claremont Academy." The old man's grip was firm as he shook Estelle's hand, his hair grey but his back straight and eyes perfectly alert. "Let me offer you a belated welcome back to Freedom City." He was friendly, but it looked like he was making an effort.
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