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  1. Bayview Freedom City, New Jersey February 14, 2024 4:00 PM A few blocks away from Bayview Mall was an old, converted warehouse that now housed a laser tag arena known as Crossfire. It offered its customers an opportunity to experience laser tag in a more realistic, tactical environment than the run-of-the-mill laser tag experience. The majority of the old warehouse space had been converted into a large area, filled with all sorts of realistic obstacles, from old vehicles to sandbag walls, stacked tires and more. It was here that Charlie had told the rest of the Guardians to meet up this afternoon for a chance to have a bit of fun and practice teamwork at the same time. After finishing classes for the day at Claremont, Bernadette had quickly headed back to her dorm room to drop of her books and change before catching a shuttle from the campus down to Bayview Mall. The redheaded teen was wearing a pair of black jeans and dark grey long-sleeve T-shirt. Over that she had put on the laser tag tactical vest (which included the sensors to record hits) as she and the others finished getting ready for their time slot in the arena. Looking at some of the rather realistic looking laser tag guns, Bernadette finally settled on one, a small gun that was modeled to look like a compact sub-machine gun. Lifting it up in one hand, she glanced over at some of her teammates. "I think this is tha one fer me." She said with a grin.
  2. A Saturday in the middle of January, 2024 A nice and cold day with a clear sky, in one of the nicer neighborhoods in Bayview Charlie had promised to be in touch after the Young Guardians had dealt with the Conqueror Worm. That had not gone entirely as planned, but then again, he hadn't really planned on revealing he was back until he found out what was happening to Muirne. And hey, they had found Ghule like that, so... win/win, right? So, Charlie had kept in touch. Texting, letting the others know something was coming up, and then, a few days ago, he asked everyone else to come meet up here. Shift of course already knew. She had been helping him set all this up, after all... and it was finally ready. He is standing in front of the door of the stately mansion, wearing a thick winter jacket, though he keeps it open. He honestly can't wait to see what the others have to say about all this. Sure, they might not all have forgiven him for just disappearing like he did, but this will hopefully help. "Soooo... I know the others aren't here yet, but what do you think of the place?" he asks Bernie, turning to look at her with a grin. He hadn't told her exactly what it was for yet. He wants to surprise her too.
  3. GM Freedom City December 1st 2023, Evening The first day of December is a cold and dark Friday evening in Freedom City. Snow is slowly falling, giving the city an almost ethereal sense of beauty, calm and peace. A good and peaceful start to the time of christmas. But this is Freedom City, and that obviously won't last. As Bernadette O'Connell returns to her dorm, she finds a folded piece of paper in the shape of an rectangle on her bed. Once it is unfolded, the paper shows machine written text that reads "Want to do some good? Come find me." and a set of coordinates. When Leon Moore comes home, he finds a piece of paper likewise folded as a rectangle on his table. The machine written text on his paper reads "Wonder what Casanova and his goons are up to? Come find out." and a set of coordinates. Luke Landers likewise finds a folded piece of paper, with a message for him. "Do you know where you girlfriend is? Come save her." and a set of coordinates. The coordinates on each piece of paper point to the same abandoned warehouse in Bayview.
  4. OOC for this. @Thevshi @Nerdzul @Spacefurry @Kaede Kimura @Lone_Star Gonna start with Multi-Girl, Paper and Nightscale and bring the rest in when we get to them.
  5. The Young Guardians will save you! Concept A team of young heroes in the style of the Wolfman/Perez era New Teen Titans, out to make their mark on the world. History The genesis for the Young Guardians team started with the formation of the New Young Freedom team, which was formed by Sebastian Shields (Casanova) at Claremont Academy in 2020, which included Bluebird, Stinger, Chump and Toxin. Raven III's sidekick Nevermore II, had joined the Academy during that year, and, upon realizing that something was off about New Young Freedom, he started organizing a number of students to oppose them, initially gathering Shift, Nightscale, Arrow IV and Howl around him. They quickly learned that New Young Freedom engineered the crimes that they solved through Casanova's mind control abilities and were, at least initially, able to stop them, defeating them in a fight. An attempt by Casanova to force Nightscale's girlfriend Shadowborne to join New Young Freedom let him to join her boyfriend's team instead, and, as the years continued and the two groups continued to clash, the team's lineup continued to change, eventually settling on Nevermore II, Nightscale, Shadowborne, Paper and Multi-Girl, who settled on the team name the Young Guardians. When Sportsmaster I, Princess Poison and Sportsmaster II attacked Nightscale in retaliation for having hurt Stinger, it was revealed that Stinger was really Ms. Scorpion, who had infiltrated Claremont on behalf of the Shadow Academy. The Young Guardians managed to defeat the super villain family, and Ms. Scorpion ran away from Claremont Academy. While most members of New Young Freedom would graduate soon after, the members of the Young Guardians stayed at the school, except for Nevermore II, who disappeared just before the end of the school year in 2022. While the remaining Young Guardians continued to get into trouble, the team lost it's momentum with the disappearance of its leader. In late November 2023, Nevermore II, now calling himself Stormcrow, returned and gathered the team together for one final fight against New Young Freedom. As it turned out, Casanova had been manipulated by both Ms. Scorpion and more sinister forces. Though the Young Guardians, joined by the zombie hero Ghule and a returning Shift, fought against New Young Freedom, Casanova and Ms. Scorpion managed to summon the Conqueror Worm... [this section will be expanded following the end of the thread The Young Guardians Returns!] Following the defeat of the Conqueror Worm, Stormcrow invited the team to their new headquarters in early January 2024, which he had spent sometime constructing with Shift after he returned to Freedom City, following an extended international adventure with Raven III. Their mission would be simple: To be there for each other and everyone that would need them. To be heroes. And, if everything happens as he wants, then one day, they would be the heroes that would cast the shadows that others would stand in. Base of Operations The Young Guardians are based out of the informally named Guardians HQ, a fancy modern mansion that was rapidly built over the course of about six months. The mansion overlooks Freedom City, giving a scenic view of the city, and while it is some distance away from most neighbors, it is still very much part of the city. Each of the members of the Young Guardians has their own room, with plenty to spare for future members. The mansion has it own power system, library, training facilities, infirmary, a garage and much more, including a hangar that houses the Guardian Jet, which launches through the secret water fall overlooking the outdoor pool. All of the mansion's features as well as the Guardian Jet can be found on Stormcrow's character sheet. Membership Ghule - Viktorya “Vik” Steinman Multi-Girl - Bernadette O’Connell Nightscale - Luke Landers Paper - Leon Moore Shadowborne - Muirne Sceadusangere Shift - Pol Rothstein-Frasier Stormcrow - Charles 'Charlie' Arthur Pratten Various Trivia The team was originally conceived as a new iteration of Young Freedom. When it was decided that it would be best for PCs to not be members of a new iteration of Young Freedom, a new iteration of Young Freedom was instead made their initial adversaries. Before the team formally formed in late 2023/early 2024, it's early iterations while the majority of the students attended Claremont went through a number of potential members at times, including, but not limited to, Arrow IV, Howl and Outrider. Three team members have red hair, two of those with origins outside of the United States. Various iterations of the team has, if you squint, had many similarities to various Teen Titans members, whether in origins or power sets, including a Robin expy, a robot, exiled warrior, a shapeshifter and dark, shadow related powers. The team is funded by the Summers Estate and various investments that Charlie has made, both of his own and their suggestions. The line about who owns what is kind of blurred, but Charlie has been promised autonomy. Both Stormcrow (then as Nevermore II) and Shadowborne have spent a short time in a future where the Young Guardians had become a massive succesful super hero team. These short visits to the future was the first appearance of the Stormcrow identity Stormcrow would like to remind all his teammates to remember to use codenames in the field.
  6. Shadowborne Power Level: 12 (built as PL 8; 179/191PP) Unspent Power Points: 12PP Trade-Offs: None In Brief: Celtic girl with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, slowly becoming familiar with the modern world. Alternate Identity: Muirne Sceadusangere (Secret) Birthplace: The Kingdom of Kent, England Residence: London, England / Claremont Academy, Freedom City Occupation: Claremont Student Affiliations: Ministry of Powers, Vanguard Family: None known Description: Age: 1393 (DoB: 21 June, 627CE) Physical Age: 16 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears. The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something. Example images: https://imgur.com/a/pQUFY29 History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their saviour, where she stood resolutely for all time. Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Muirne's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Muirne eventually joined the superhero school and has begun to grow accustomed to the modern world, coming into her own as a hero as she learns how to manipulate her powers beyond her earlier strategy of transforming into a Shadowbeast, but as her connection to the Schattenwelt deepened her transformation changed. The well of darkness that was housed on this side of her gateway to the Shattenwelt had developed a personality. A burgeoning intelligence had arisen, observing from behind her eyes, and being formed of the darkness itself it had control when she transformed into a Shadowbeast. Personality & Motivation: Muirne is nervous around those that she views as figures of authority such as well known and respected superheroes, frequently slipping into her native tongue for honorifics and her old ways when it comes to manners. With those she sees as equals or adversaries she is far more confident, and her rapidly growing grasp of modern English has allowed her to project that confidence and reclaim the skill she'd had at persuading people in her native tongue and expand on it further. Despite her growing grasp of Modern English she frequently speaks in Old English, often as a method to say things that she does not want others to understand, whether because she knows it would be rude or simply wants to air her thoughts without being overheard. She is glad to have met others who are like her, no longer feeling so isolated as she has in the past and is fiercely protective of these companions. Muirne is still curious about this new world she is in, despite her growing familiarity there is still much she does not know, and she can get quite excited learning new things. Power & Tactics: Muirne has a wellspring of power within her from the Schattenwelt that is constantly present within her and replenishes from her link to the Schattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using the power, especially now, as the darkness within her has now formed it's own intelligence and when she transforms the positions transfer, her becoming the observer while this new intelligence takes the reins. Outside of the transformation she has learned to use her link to project power outside of herself and has even managed to empower objects to make them effective weapons. Coursing the cold, hungry shadows through her body is incredibly painful, but she is willing to do it if it will allow her to help others. The powers she has unlocked doing this are useful for battlefield control and utility, as she is able to obscure and chill large areas, bind enemies in grasping shadows, blind opponents and hide herself and others in shadows. She also has found that she can store things using her link to the Schattenwelt, and has taken to hiding her armour and spear inside of herself given the many times she has found herself in combat without them. One of her more common tactics is hit and run strikes using her ability to travel to the Schattenwelt to simulate teleporting, entering the dimension and moving before shifting out to strike and then repeating for the retreat. Power Descriptions: All of her powers involve her link to the Schattenwelt, be it allowing the shadows to transform her, releasing them upon the world to cause a variety of effects or filling her weapons with their power. Complications Uncontrollable Darkness: Muirne still does not and may never have full control over the power inside of her, especially with it forming into it's own being. Sometimes her attention slips, especially when startled, frightened or highly stressed but it can happen at any time. When it does the power floods through her and she turns into her Shadowbeast form and she loses control. The GM may have Muirne at any point turn into a Shadowbeast. This can cause a variety of issues for her from frightening others, revealing her secret identity or even simply preventing her from interacting with the world as the other personality takes over. Slow Drain: Transforming back from being a Shadowbeast takes many hours as the energy slowly bleeds off. During this time Muirne begins to slowly turn human with a shadowed silhouette and extremities, shedding tiny motes of darkness into the air. Over time as more power bleeds off control returns to her slowly. Muirne does not immediately transform back from being a Shadowbeast or regain control even if she willingly transformed. This can cause similar issues to her involuntary transformations and as the motes begin floating off they can also be used to track her. Scarred by the Arcane: Muirne's life was ruined twice over in her first encounter with mages. Due to this she is deeply uncomfortable around magic and downright terrified of genuine spellcasters. The GM may have Muirne hesitate around magic if the source is unfamiliar to her, losing her action. Around spellcasters she is terrified, and will fail Will saves as she is too busy trying to fight past her fear to muster a mental defence. Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it. While Muirne is in the Schattenwelt she may be attacked by a Shadowbeast, which she will be forced to either fight, delaying her in another reality or flee, potentially leaving the realm before she intended. Disarmed: Muirne's Shadow Weapons are regular objects empowered to be more dangerous with the power of the Schattenwelt. This means that if she has no weapons she cannot use them. Without a weapon or an improvised weapon Muirne cannot use the Shadow Weapons power. Isolated in the Dark: Muirne has spent most of her life isolated in some form or another even with members of her own family as her powers have always set her apart, made her different and frightening. While she never understood it and still got along well with the villagers who taught her and with her siblings the disconnect was always there with everyone except her mother, who died when Muirne was a child. This isolation was worse when she first awoke in the modern day as now she had lost everyone and couldn't even communicate. These experiences have made her deeply afraid of losing those who she has grown closer to. The Fomorian Sorcerer: The Sorcerer that Muirne fought all those years ago is still alive and active near Freedom City. Dougal still craves to increase his power and has had over a thousand years to come into his own as a near peerless Master of the Arcane. He seeks to either control her or kill her as the only one to ever be his equal in power. He knows her secret identity, her relationships with other heroes and he frequently knows where she is. Abilities: 2 + 8 + 8 + 6 + 10 + 12 = 48PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 8 + 6 = 14PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +13 (+8 Melee Attack, +5 Dexterity [Grapple Finesse]) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 5/2 Saving Throws: 0 + 3 + 3 = 6PP Toughness: +8/+8 (+4 Con, +3 Chainmail, +1 Shield) Fortitude: +4 (+4 Con, +0PP) Reflex: +8 (+5 Dex, +3PP) Will: +8 (+5 Wis, +3PP) Skills: 124R = 31PP Acrobatics 11 (+16) Skill Mastery Bluff 6 (+12) Skill Mastery Concentration 8 (+12) Diplomacy 9 (+15) Skill Mastery Gather Information 4 (+10) Handle Animal 4 (+10) Intimidate 8 (+14) Skill Mastery Languages 1 (English, Old English [Native]) Medicine 9 (+14) Skill Mastery Notice 10 (+14) Skill Mastery Perform (Sing) 10 (+16) Perform (Dance) 10 (+16) Search 7 (+10) Sense Motive 9 (+14) Skill Mastery Stealth 13 (+18) Skill Mastery Survival 5 (+10) Feats: 27PP Acrobatic Bluff Assessment Attack Focus (Melee) 4 Distract (Intimidation) Dodge Focus 5 Equipment 2 Grappling Finesse Hide in Plain Sight Improved Initiative 1 Luck 2 Move-by-action Quick Change Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Intimidate, Medicine, Notice, Sense Motive, Stealth) Startle Takedown Attack Track Uncanny Dodge (Audible) Equipment 2: 4 + 3 + 4 = 10EP Chainmail: Protection 4 [4EP] Shield: Impervious Toughness 3 [3EP] Spear: Adds (Feats: Extended Reach, Improved Critical 2 [18-20]) to Shadowed Weapons [3EP] Powers: 4 + 11 + 28 + 10 + 2 = 55PP All powers have the following descriptors: (Dimensional, Darkness, Schattenwelt) Damage 7 (Shadowed Weapons; Feats: Affects Insubstantial 1; Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [11PP] (Empowerment, Held Object) Morph 1 (Shadowbeast Form; Extras: Duration [Continuous]; Feats: Innate, Metamorph) [4PP] (Transformation) Schattenwelt Drawing Array 11.5 (23PP Array; Feats: Alternate Power 5) [28PP] Base Power: [8 + 7 + 2 + 2 + 4 = 23PP] Additional Descriptor(s): (Partial Transformation) Elongation 4 (Extras: Projection) [8PP] Super-senses 7 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Ranged; Feats: Uncanny Dodge [Life Awareness]) [7PP] Super-movement 1 (Swinging; Extras: Linked [Speed (+0)]) [2PP] Speed 2 (Extras: Linked [Super-movement (+0)]) [2PP] Super-movement 2 (Permeate, Wall-Crawling) [4PP] Alternate Power: [23 = 23PP] Additional Descriptor(s): (None) Nullify 8 (Light Consumption; All Light Descriptor; Extras: Area [Burst], Duration [Concentration]; Flaws: Range [Touch]; Drawbacks: Noticeable) [23PP] Alternate Power: [23 = 23PP] Additional Descriptor(s): (Grappling, Grasping) Snare 8 (Grasping Shadows; Extras: Area [Shapeable], Regenerating; Feats: Chokehold, Reversible; Flaws: Range [Touch]; Drawbacks: Vulnerability [Light; Frequency: Common; Intensity: Moderate (+50% Effect Rank)] [-3PP]) [23PP] Alternate Power: [21 = 21PP] Additional Descriptor(s): (Blindness, Curse) Dazzle 8 (Devouring Light; Visual Dazzle; Extras: Area [Shapeable]; Feats: Reversible; Flaws: Range [Touch]) [21PP] Alternate Power: [8 + 5 + 4 + 1 = 18PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering) Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others; Flaws: Passive) [8PP] Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 1 [250lbs]) [5PP] Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Duration [Continuous]; Linked [Speed (+0)]; Feats: Progression 1 [250lbs]) [4PP] Speed 1 (Extras: Linked [Speed (+0)]) [1PP] Alternate Power: [7 + 7 = 14PP] Additional Descriptor(s): (Cold) Obscure 7 (Schattenwelt Imposition; Visual Senses [250ft. Radius]; Extras: Linked [Environmental Control (+0)]; Flaws: Range 1 [Touch]) [7PP] Environmental Control 7 (Schattenwelt Imposition; Intense Cold; Extras: Linked [Obscure (+0)]; Flaws: Range 1 [Touch]) [7PP] Shadow Channelling Array 4 (8PP Array; Feats: Alternate Power 2) [10PP] Base Power: [8PP] Additional Descriptor(s): (None) Phased Strike 8 Adds (Extras: Penetrating 8) to Shadowed Weapons [8PP] Alternate Power: [8PP] Additional Descriptor(s): (Draining, Consumption) Thirsting Strike 8 Adds (Extras: Vampiric 8) to Shadowed Weapons [8PP] Alternate Power: [8PP] Additional Descriptor(s): (None) Shrouded Strike 8 Adds (Extras: Poison 8) to Shadowed Weapons [8PP] Super-Senses 2 (Darkvision) [2PP] (Adaptation) Drawbacks: -2PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage Shadowed Weapons Touch DC23 Toughness (Staged) Damage Light Consumption Touch (Area) DC18 Will Nullify (Light) Grasping Shadows Touch (Area) DC18 Reflex (Staged) Snare Devouring of Light Touch (Area) DC18 Reflex/Fortitude Visual Dazzle Totals: Abilities (48) + Combat (14) + Saving Throws (6) + Skills (31) + Feats (27) + Powers (55) - Drawbacks (2) = 179/191 Power Points
  7. Doing a rebuild of Muirne to up her to her new PL cap, and untying Aoife from the Shadowbeast form, feel like it's more interesting if she can do things as a person too, so now she's a complication Hope it's all up to snuff, I am sick rn Shadowborne Power Level: 12 (built as PL 10; 189/190PP) Unspent Power Points: 1PP Trade-Offs: +2 Def/-2 Toughness In Brief (Muirne): Young celtic woman with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, slowly becoming the hero she wants to be. In Brief (Aoife): A new intellect born from the place where extradimensional darkness met life. Alternate Identity: Muirne Sceadusangere (Secret), Aoife (Secret) Birthplace: The Kingdom of Kent, England (Muirne), The Schattenwelt/Freedom City (Aoife) Residence: London, England / Claremont Academy, Freedom City Occupation: Claremont Student Affiliations: Ministry of Powers, Vanguard Family: None known (Muirne)/Muirne (Aoife) Description: Age: 1396, DoB: 21 June, 627CE (Muirne), ??? (Aoife) Physical Age: 18 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This young woman still looks askance at screens and speakers as she wanders the world, although the light of wonder has never left them. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, now stained eternally by the shadows that have coated them for so many years. The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something. History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension of darkness and cold, slowly she began to gain control over this power. The village warriors taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and he lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their saviour, where she stood resolutely for all time. Eventually, a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Muirne's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Muirne eventually joined the superhero school and has begun to grow accustomed to the modern world, coming into her own as a hero as she learns how to manipulate her powers beyond her earlier strategy of transforming into a Shadowbeast, but as her connection to the Schattenwelt deepened her transformation changed. The well of darkness that was housed on this side of her gateway to the Shattenwelt had developed a personality. A burgeoning intelligence had arisen, Aoife, she observes from behind Muirne’s eyes, and can now exert her influence so strongly as to take control of their shared body. During her last year, she told her friends that she was leaving to go back to England to spend the year with her family, and has kept in infrequent contact, claiming the timezones have kept her from more frequent interaction. This is in fact a lie, but where has she been? That is to be seen. Personality & Motivation: Muirne is nervous around those that she views as figures of authority such as well-known and respected superheroes, frequently slipping into her native tongue for honorifics and her old ways when it comes to manners. With those she sees as equals or adversaries, she is far more confident, and her rapidly growing grasp of modern English has allowed her to project that confidence and reclaim the skill she'd had at persuading people in her native tongue and expand on it further. Despite her growing grasp of Modern English she frequently speaks in Old English, often as a method to say things that she does not want others to understand, whether because she knows it would be rude or simply wants to air her thoughts without being overheard. She is glad to have met others who are like her, no longer feeling so isolated as she has in the past and is fiercely protective of these companions. Muirne is still curious about this new world she is in, despite her growing familiarity there is still much she does not know, and she can get quite excited learning new things. Aoife by contrast is formed of a darkness that hungers for souls and light causing her Base impulses to be selfish, sadistic and extremely aggressive, while simultaneously her formative memories are all of Muirne, watching her fight to defend others and interact with those around her, feeling her happiness and fulfilment at being kind. This contradiction has influenced her. She wants what she saw vicariously through Muirne, companionship, happiness and kindness, she wants to fight and hurt villains and receive love and praise for doing so. As such her relationship with Muirne is an odd one. She both deeply cherishes Muirne as one of her creators and constant companion, wishing for her approval and care while also being fiercely jealous of her life and wishing to take it for her own. Power & Tactics: Muirne has a wellspring of power within her from the Schattenwelt that is constantly present within her and replenishes from her link to the Schattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using this power, but the raw combative ability of the shadowbeast form is frequently one she needs to rely upon. Outside of the transformation she has learned to use her link to project power outside of herself and has even managed to empower objects to make them effective weapons. Coursing the cold, hungry shadows through her body is incredibly painful, but she is willing to do it if it will allow her to help others. The powers she has unlocked doing this are useful for battlefield control and utility, as she is able to obscure and chill large areas, bind enemies in grasping shadows, blind opponents and hide herself and others in shadows. She also has found that she can store things using her link to the Schattenwelt, and has taken to hiding her armour and spear inside of herself given the many times she has found herself in combat without them. One of her more common tactics is hit and run strikes using her ability to travel to the Schattenwelt to simulate teleporting, entering the dimension and moving before shifting out to strike and then repeating for the retreat. Her Shadowbeast form has much more direct powers than Muirne's use of the Schattenwelt, fighting with claws strength sapping abilities and a powerful mental assault to sow fear and weaken mental defences, making it a fearsome opponent despite lacking the finesse she has gained when using the power more obliquely. Power Descriptions: All of her powers involve her link to the Schattenwelt, be it allowing the shadows to transform her, releasing them upon the world to cause a variety of effects or filling her weapons with their power. Complications Borne of Shadows: Aoife’s reach has grown beyond just the Shadowbeast, now she can assume control at any time, although the contest of wills involved results in a delay in their actions. The GM may have Aoife assume control of Shadowborne at any time. This is a Full Action on Aoife’s part, resulting in her being unable to act on her next turn. Uncontrollable Darkness: Despite her growing control, Muirne still does not and may never have full control over the power inside of her. Sometimes her attention slips, especially when startled, frightened or highly stressed but it can happen anytime. When it does the power floods through her and she turns into her Shadowbeast form. The GM may have Muirne at any point turn into a Shadowbeast. This can cause a variety of issues for her from frightening others or revealing her secret identity. Slow Drain: Transforming back from being a Shadowbeast takes many hours as the energy slowly bleeds off. During this time Muirne begins to slowly turn human with a shadowed silhouette and extremities, shedding tiny motes of darkness into the air. Over time as more power bleeds off control returns to her slowly. Muirne does not immediately transform back from being a Shadowbeast even if she willingly transformed. This can cause similar issues to her involuntary transformations and as the motes begin floating off they can also be used to track her. Fear of the Dark: Muirne’s powers are terrifying and many who see it will assume she’s a villain or monster. The GM may have people respond to the Shadowbeast form with fear and violence, causing problems as civilians panic, causing chaos while law enforcement, military and other heroes leap to stop the monster. Scarred by the Arcane: Muirne's life was ruined twice over in her first encounter with mages. Due to this, she is deeply uncomfortable around magic and downright terrified of genuine spellcasters. The GM may have Muirne hesitate around magic if the source is unfamiliar to her, causing her to lose her action. Around spellcasters she is terrified, and will fail Will saves as she is too busy trying to fight past her fear to muster a mental defence. Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it. While Muirne is in the Schattenwelt she may be attacked by a Shadowbeast, Muirne must either leave the Schattenwelt early (Traveling a distance less than intended, as decided by the GM) or she must make a DC25 Toughness Check against damage, gaining the Bruised condition even if she succeeds. Disarmed: Muirne's Shadow Weapons are regular objects empowered to be more dangerous with the power of the Schattenwelt. This means that if she has no weapons she cannot use them. Without a weapon or an improvised weapon Muirne cannot use the Shadow Weapons power. Isolated in the Dark: Muirne has spent most of her life isolated in some form or another even with members of her own family as her powers have always set her apart, made her different and frightening. While she never understood it and still got along well with the villagers who taught her and with her siblings the disconnect was always there with everyone except her mother, who died when Muirne was a child. This isolation was worse when she first awoke in the modern day as now she had lost everyone and couldn't even communicate. These experiences have made her deeply afraid of losing those who she has grown closer to. The Fomorian Sorcerer: The Sorcerer that Muirne fought all those years ago is still alive and active near Freedom City. Dougal still craves to increase his power and has had over a thousand years to come into his own as a near-peerless Master of the Arcane. He seeks to either control her or kill her as the only one to ever be his equal in power. He knows her secret identity and her relationships with other heroes and he frequently knows where she is. Abilities: 2 + 10 + 8 + 6 + 10 + 12 = 48PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 10 + 8 = 18PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus) Grapple: +13 (+10 Melee Attack, +5 Dexterity [Grapple Finesse]) Defense: +12 (+4 Base, +6 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback Resistance: -4/-2 Saving Throws: 1 + 5 + 5 = 11PP Toughness: +4/+8 (+4 Con, +3 Chainmail, +1 Shield) Fortitude: +10 (+4 Con, +1PP) Reflex: +10 (+5 Dex, +5PP) Will: +10 (+5 Wis, +5PP) Skills: 124R = 31PP Acrobatics 11 (+16) Skill Mastery Bluff 6 (+12) Skill Mastery Concentration 8 (+12) Diplomacy 9 (+15) Skill Mastery Gather Information 4 (+10) Handle Animal 4 (+10) Intimidate 8 (+14) Skill Mastery Languages 1 (English, Old English [Native]) Medicine 9 (+14) Skill Mastery Notice 10 (+14) Skill Mastery Perform (Sing) 10 (+16) Perform (Dance) 10 (+16) Search 7 (+10) Sense Motive 9 (+14) Skill Mastery Stealth 13 (+18) Skill Mastery Survival 5 (+10) Feats: 29PP Acrobatic Bluff Assessment Attack Focus (Melee) 5 Distract (Intimidation) Dodge Focus 6 Equipment 2 Grappling Finesse Hide in Plain Sight Improved Initiative 1 Luck 2 Move-by-action Quick Change Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Intimidate, Medicine, Notice, Sense Motive, Stealth) Startle Takedown Attack Track Uncanny Dodge (Audible) Equipment 2: 3 + 3 + 4 = 10EP Chainmail: Protection 3 [3EP] Shield: Enhanced Dodge Focus 2, Protection 1 [3EP] Spear: Adds (Feats: Extended Reach, Improved Critical 2 [18-20], Thrown) to Shadowed Weapons [4EP] Powers: 13 + 1 + 34 + 12 + 2 = 62PP All powers have the following descriptors: (Dimensional, Darkness, Schattenwelt) Damage 9 (Shadowed Weapons; Feats: Affects Insubstantial 1, Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [13PP] (Empowerment, Held Object) Morph 1 (Shadowbeast Form; Extras: Duration [Continuous]; Feats: Metamorph; Drawbacks: Action [Standard Action]) [1PP] (Transformation) Schattenwelt Drawing Array 14.5 (29PP Array; Feats: Alternate Power 5) [34PP] Base Power: [10 + 8 + 2 + 3 + 6 = 29PP] Additional Descriptor(s): (Partial Transformation) Elongation 5 (100ft. Extension; Extras: Projection) [10PP] Super-senses 8 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Acute, Ranged; Feats: Uncanny Dodge [Life Awareness]) [8PP] Super-movement 1 (Swinging; Extras: Linked [Speed (+0)]) [2PP] Speed 3 (Extras: Linked [Super-movement (+0)]) [3PP] Super-movement 3 (Permeate, Wall-Crawling, Trackless) [6PP] Alternate Power: [29 = 29PP] Additional Descriptor(s): (None) Nullify 10 (Light Consumption; All Light Descriptor; Extras: Area [Burst], Duration [Concentration]; Flaws: Range [Touch]; Drawbacks: Noticeable) [29PP] Alternate Power: [29 = 29PP] Additional Descriptor(s): (Grappling, Grasping) Snare 10 (Grasping Shadows; Extras: Area [Shapeable], Regenerating; Feats: Chokehold, Reversible; Flaws: Range [Touch]; Drawbacks: Vulnerability [Light; Frequency: Common; Intensity: Moderate (+50% Effect Rank)] [-3PP]) [29PP] Alternate Power: [21 = 21PP] Additional Descriptor(s): (Blindness, Curse) Dazzle 10 (Devouring Light; Visual Dazzle; Extras: Area [Shapeable]; Feats: Reversible; Flaws: Range [Touch]) [21PP] Alternate Power: [12 + 6 + 5 + 2 + 4 = 29PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering) Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others) [12PP] Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 2 [500lbs]) [6PP] Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Duration [Continuous]; Linked [Speed (+0)]; Feats: Progression 2 [500lbs]) [5PP] Speed 2 (Extras: Linked [Super-movement (+0)]) [2PP] Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Portal [+2]) [4PP] Alternate Power: [7 + 7 = 14PP] Additional Descriptor(s): (Cold) Obscure 7 (Schattenwelt Imposition; Visual Senses [250ft. Radius]; Extras: Linked [Environmental Control (+0)]; Flaws: Range 1 [Touch]) [7PP] Environmental Control 7 (Schattenwelt Imposition; Intense Cold; Extras: Linked [Obscure (+0)]; Flaws: Range 1 [Touch]) [7PP] Shadow Channelling Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] Base Power: [10PP] Additional Descriptor(s): (None) Phased Strike 10 Adds (Extras: Penetrating 10) to Shadowed Weapons [10PP] Alternate Power: [10PP] Additional Descriptor(s): (Draining, Consumption) Thirsting Strike 10 Adds (Extras: Vampiric 10) to Shadowed Weapons [10PP] Alternate Power: [10PP] Additional Descriptor(s): (Curse) Shrouded Strike 10 Adds (Extras: Poison 10) to Shadowed Weapons [10PP] Super-Senses 2 (Darkvision) [2PP] (Adaptation) Drawbacks: -10PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] Vulnerability (Fire; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP] Vulnerability (Light; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage Shadowed Weapons Touch DC25 Toughness (Staged) Damage Light Consumption Touch (Area) DC20 Will Nullify (Light) Grasping Shadows Touch (Area) DC20 Reflex (Staged) Snare Devouring of Light Touch (Area) DC20 Reflex/Fortitude Visual Dazzle Totals Abilities (48) + Combat (18) + Saving Throws (11) + Skills (31) + Feats (29) + Powers (62) - Drawbacks (10) = 189/190 Power Points
  8. GM Afternoon, September 25th Millennium Mall, Midtown Freedom City It was raining, hard. Like so many other teens, young adults and older, Muirne, Luke, Leon and Charlie had found their way to Millennium Mall to have something to do now that classes were out for the week. Something somewhere dry, hopefully. Bernadette, for her part, happened to be in the mall at the same time. Maybe just a single her, maybe several, or maybe it all depended on the moment. As one would expect on a day like this, the mall was absolutely packed. People everywhere, in stores, in the food court, well... everywhere. The PA system routinely mentioned events like clean up to the toilets on the 2nd floor, a missing child near a toy store, lost phones and the like.
  9. GM Afternoon, Feburary 21st, 2021 The 7th day of the 7th week, in the 3rd 7th year of the 21st millenium Oxford Street, London The teleporter between the British embassy in Freedom City and Haven made it easy enough for Muirne to come visit the rest of the Vanguard, but that didn't mean that she always had the time. Things were busy at Claremont, after all. Between classes, time travel adventures, training and the random super heroics and super villain attacks, she was busy, so when she let Vanguard know that she was going to visit, Mette managed to bring Dee and Karla along for a shopping trip, just the four of them. They had reached Oxford Street, had gone through shops and had now just left Laksamania after finishing lunch. The sky was clear. And something seemed to glitter in the sky, reflections of what came below, every now and again. One would have to be incredibly lucky to look up in time to see the distorted reflections of London above. But no one seemed to notice or care. The sky was clear.
  10. Claremont Academy, Freedom CIty 10am 15th March 2021 As you entered the secretaries room of the Headmasters Office, to which you’d just been mysteriously summoned, a strange an unusual sound was drifting from the imposing room, that of laughter. Even stranger on being waved in it was the Headmistress herself that was laughing, a sound you’d never thought you’d hear in all your days. “Ah Mr Landers, Mz Sceadusangere, please come in I have someone I wish to show around.” She gestured to the relaxed looking woman in the chair opposite her.
  11. @RocketLord@Nerdzul GM Saturday the 20th of February, 2021 Supernatural goings on were not uncommon in Freedom City, and neither were gangs. The combination was a bit more rare though, especially when the supernatural goings were demons fighting alongside gangsters. With their fiendish assistance the Cardinal Rats rapidly pushed the other gangs out, driving them off of their ground by bullet and by claw. It didn't take long to draw attention from outside. As one of the latest in a line of Ravens, Charlie kept his ears to the ground, making it hardly surprising when he heard of the situation in Southside. For Luke Landers the matter was brought to his attention via a more personal avenue as earlier that day one of his old friends had called him about this new gang running them off their turf backed up by shrieking fiends. As these thugs and their demonic posse ran amok in the neighbourhood the question was simple. What were the heroes going to do about it?
  12. Freedom City, New Jersey Saturday November 20, 2020 With Claremont being closed the upcoming week of Thanksgiving, Murine had invited Luke to join her for part of the week in England to meet her guardians. In order for Luke to be back to Freedom City in time for Thanksgiving, the plan was for the two to travel to England at the start of the weekend and come back on Tuesday. Murine had not been terribly specific about how they would be traveling to England, so it was not too surprising that the pair caught a Lyft from the Claremont campus early Saturday morning. What was a bit more unexpected was that the Lyft did not take them to Southside, where Jordan International Airport was located, but instead took them downtown to the British consulate in City Center. Murine's ID badge had them quickly through security and into the consulate, where a member of the consulate staff was waiting for them. Despite it being early in the morning on a Saturday, the man was immaculately dressed in a finely tailored suit. The British diplomate was polite and friendly as he led the pair of teens through the consulate, taking them down into the basement of the building. After going down several levels, the diplomate had led them through a corridor where several armed Royal Marine Commandos had been stationed and into a somewhat small concrete room with a high ceiling. In the center of the room was a large steel archway that was clearly some sort of high tech machine. The diplomate moved over to what appeared to be some sort of control panel to one side of the archway and removed a keycard from around his neck which he inserted into the panel. The man spent a few moments operating several of the controls and the archway began to hum as it powered up. As the humming continued to increase in volume and electricity began to arc across the surface of the metal, a hollow "THUMP" echoed within the room as the archway pulsed with energy and what appeared almost to be a silvery pool of energy sprung into existence within the archway. With Murine leading him forward, Luke felt a slight tug as he entered the strange silvery energy and instead of stepping through the archway to the other side of the subbasement room in the Freedom City British consulate, he and Murine were stepping past a similar archway that sat in rather different room. London, England Undisclosed Location Under the Thames Saturday November 20, 2020 2:14 PM local time While this new room was generally the same size and shape, it was not made solely of concrete. Instead, along the walls were several columns of arched metal that appeared both structural and decorative. There was a similar control panel as had been back at the consulate sat off to one side of this archway. The only visible exit from this room was on the wall the two teens had been facing as they had come through the portal, an open doorway that seemed to lead into a much larger space beyond. Moments after the two arrived, a mechanical sounding voice filled the air. "Greetings Murine Scaedusangere, aka Shadowborne." "Secondary individual identified, Luke Landers, aka Nightscale. Secondary individual's clearance preapproved. Welcome Luke Landers." "Synapse is waiting in the Central Hub."
  13. Lincoln, Freedom City, New Jersey Friday October 1, 2021 (10:23 PM) A cool night breeze blew over the dark empty street corner of a rundown section of Lincoln. Along the block there were a few occupied storefronts, an all-night convenience store, a liquor store and a currently closed pawn shop. But the majority of the storefronts were empty and dark. Above many of the storefronts were low-income apartments, several in equally bad shape as the storefronts. Perched on the third story roof of one of the buildings was a small group of teenagers. Nevermore II had been looking into reports of a local street gang that was causing a considerable amount of trouble for the police. Based on the reports, it sounded as if the gang had gotten ahold of a cache of Foundry tech that had been left behind when Talos had established Rurland. Based on the few reports thus far, it sounded as if the gang had at least a few energy weapons and some personal forcefields among the cache. Of course it was always possible that the gang had access to more Foundry tech. Normally this might have been something Charlie continued to investigate on his own, or perhaps brought Callie in to help as well. But recently Headmistress Summers had been encouraging him to try to include the other members of his intermural team from school in some of his investigations. So, he had brought the other members of Grey Team with him tonight. A couple blocks down the street from where the members of Grey Team were gathered was a dilapidated four story tenement building. Many of the windows of the building were broken out and boarded up and graffiti covered much of the first level exterior. From information Charlie had been able to gather, the gang was using the abandoned building as a base of operations.
  14. RocketLord

    Team Talk

    Millenium Mall A summer afternoon in 2021 Charlie had learned a lot during his first year at Claremont. Time travel, juggling life with the rest of the Raven Family and life at the academy, and of course his own unstable little group that he had got together to deal with Casanova and his crew. Last time they'd met? Cas had tried to brainwash Muirne. Something had to be done about it, and well... not like the rest of his friends knew of his relationship with the headmistress. Charlie, Muirne, Leon and Luke were at the Millenium Mall, at a burger joint, sitting around a table. Just hanging out, talking. He hadn't been able to get a hold of everyone, but this should be fine, right? Lowering his burger after a bite, he finally asked the question he'd wanted to ask. "So... y'know that whole New Young Freedom thing that Casanova's got going? How about we start our own team?"
  15. Thevshi

    The Third Act

    Kord Dormitories, Third Floor Claremont Academy, Freedom City, New Jersey Saturday, September 4, 2021 The start of another school year was only a few days away, so unsurprisingly the Claremont Academy campus was abuzz with activity as parents and students descended on the school's dormitories. Amid this activity, a pair of teenage girls with bright red hair made their way from the parking lot toward the Rita Kord Dormitory. At first glance, one might have assumed the two girls were twins, except it was not just their features that were completely identical, they were both dressed in the exact same grey and black plaid skirt and white top. In fact, the only difference between the two was that one was carrying a suitcase and had a backpack over one shoulder, while the other was carrying a box. Bernadette O'Connell glanced back at her duplicate that was carrying the box behind her, letting out a slight sigh at the unintended display of her powers. The teen was glad that her older brothers had stayed up in Boston when her parents had driven her down for the start of the year at her new school, as there had been a few times where the family mini-van had gotten a bit too crowded. Hopefully this new school would help her learn to prevent things like that. Reaching the entrance of the building, the redhead glanced up towards the upper floors a moment before looking back down at the letter from the school that had her room assignment. "Alright, third floor, Room 308." She stated to her duplicate with a slight Irish accent, even though it was entirely unnecessary to communicate that out loud. Her other duplicate that was still back at the car with her parents also knew where the floor was located and could guide them up there when with the remainder of Bernadette's things.
  16. GM Rodney, Suburb of Freedom City Thursday, 13th of May 2021 11:30 AM Once, Rodney was a peaceful town, known best for its fantastic sandwiches and its beautiful bells that rang out the hours. Once, Rodney was a free town, with people going about their daily business, children going to their schools, and the occasional tourist coming to visit the historic churches and official buildings. Once, Rodney was an ordinary town, with fine, law-abiding people and a gentle pace of daily life. Once, all of these things were true, but no longer. A week ago, a man with dark rock skin streaked with gold led a group of armed criminals into. Working together, they took the mayor and the rest of the city council hostage, and the leader, who called himself Ex-Prisoner sealed all the police who resisted his authority in stalagmites of pure obsidian. Since then, he and his gang have begun ruling the streets by night, even pulling in a few of the more corrupt cops as they rampage through the streets. The rare few reporters who managed to get word out of the town were swiftly hunted down and captured - or perhaps even killed. No one seems to know. Rodney needs heroes, desperately. Fortunately for the town, it is right outside Freedom City, home to one of the greatest concentrations of superheroes on Earth. Okay, @Kaede Kimura, @Lone_Star, @Spacefurry, let me know how your characters have heard about Rodney's situation, how they've met up, and so on.
  17. This is the OOC thread for this thread. Welcome aboard, everyone!
  18. GM Claremont Academy March 9th, 2020 Afternoon, after class Aside from Casanova and Stinger's grudges, things seemed to have calmed down considerably since the fight between New Young Freedom and the group of young heroes in October. New Young Freedom had resumed their patrols in December and, so far, they seemed to stay on the straight and narrow path. Well, things between the two groups had been mostly calm. A week or so before, Muirne, Luke's girlfriend, had been teamed with Sebastian for a project. Soon after, she had started talking about how maybe Sebastian wasn't that bad, that Luke and the others should try to give him another chance...
  19. OOC for this. We'll start off with just @Kaede Kimura and @Nerdzul, I'll call in @RedSpine, @Cubismo and @Lone_Star as everyone else gets involved!
  20. GM The Painted Desert, Arizona September 22nd, 2020 14:00 PM Doctor Alexander Macedon stepped out of the van, and into the bright light of the Arizona desert. If his heavy backpack weighed him down in old age, he didn't show. He was an older man, having pushed past 70 some years ago. He would tell anyone that bothered to ask that he was retired, and yet, he was, standing in the Painted Desert once again. Once again, the headmistress had convinced him to take a group of students on a survival class. He could only hope that it went better than the last time. Macedon's hair was thinning and grey, bordering on white. His beard was cut short, barely more than stubble. His left eye was hidden behind an eyepatch, with horn-rimmed glasses resting on the bridge of his nose. He wore khaki pants, a white dress shirt that was already starting to stain from sweat. His boots were heavy, but solid. Dressed for the weather. His well worn cowboy had was held in his hand, lightly fanning his face. He wore a slightly oversized revolver in a holster on the right side of his belt. Turning to the van, he grumbled something, before speaking up. "Alright, hurry up and get out here, kids. We don't want to waste more sunlight than we have to." The students were even younger than the ones in last batch. Fine. He'd deal with that. More of them were just regular people, no powers, just training or tech. He could respect that. He had even allowed them to bring their gear, as long as they carried it themselves. For emergencies, of course. Not just for the regular class. "Rule number one: I give an order, you follow that order. This is a survival class. You're going to learn how to survive if you ever end up in a place like this. No buts, if or maybes. As far as you're concerned, I am in charge."
  21. GM TOMORROW! The mighty beast tore through the hallways, running after the young man clad in red, white, blue and gold armor. The mighty Aliengator ran its claws through the wall as the Freedom Eagle blasted at it. He had reached his goal, a swirling circular portal, large enough to bring an army. He held a hand out towards it, and it came to life, a swirling rainbow portal opening. The Freedom Eagle turned just in time to see the massive humanoid alien alligator come running at him, grasping him and pushing him into the portal, leaving the empty hallways behind. The Sky Above the Millenium Mall April 24th, 4PM, 2021 An otherwise nice and quiet day at the Millenium Mall was interrupted. The sky above the mall crackled with rainbow energies and multicolored lightning. A massive circular portal in all the swirling colors of the rainbow opened, releasing two falling figures. The portal closed immediately. The larger, a large humanoid alligator clad in a white armor that left its arms, tail and face free, was grappling the smaller, clad in red, white, blue and gold. The smaller figure managed to kick himself free, spreading out golden wings to stop his fall, while the monster fell to the ground. Seemingly unharmed, aside from parts of its armor starting to break, the creature stood and roared to the sky. Of course, the winged man was not the only hero at the scene!
  22. OOC for this. @Dr Archeville, @Fox, @Kaede Kimura Give me some initiative rolls, and let me get some intro posts!
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