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Found 84 results

  1. Gizmo

    Let's Fall in Like

    Friday, October 26th 2018 With the folding bleachers tucked away in the far wall the Claremont auditorium was already an expansive chamber but the dance committee had outdone themselves for the first real school-wide social event of the semester. Some creative use of Ed Crawford's mass displacing abilities had moved temporarily shrunken potted trees indoors before regaining their full side to like the back and adjoining walls in brilliant yellow, oranges and browns. Their bows arched over each side of the stage where Susan Denning and Ricci Sharp were arguing about whether or not one could have too many amps. To the left of the entrance Martin Li was fussing over long tables supporting bowls of party mix, slices of candied apples and what was clearly a cast iron cauldron that he had to repeated assure concerned faculty members was filled only with warm spiced cider, regardless of the unnaturally coloured flames that spat up from its base occasionally. The finishing touch had been a joint effort. Jessie Singh's simulation software extrapolated what the darkened skies above the Academy would have looked like without light pollution while Caitlynne-May Dixon's artfully concealed projectors placed the image on the auditorium's ceiling, space clouds rolling by in real time across a brilliant star field. Crawford had attempted to congratulate the pair of tech wizards on the effect but had hastily decided to leave them furiously making out in the server room in peace. After all, romance was in the crisp autumn air for Claremont's fall dance.
  2. Green Machine OOC Going to be needing this. The crude map below gives a rough idea of the environment. The brown circles are all floating islands on roughly the same altitude. Blue circles are lower, green circles are higher. The letters on the large circle are our PCs. The small orange triangles are the four flags. The red lines connecting the islands are the chains. The two red lines leading to the top of the map head towards the cave in one of the canyon walls. The black line in the lower left hand corner is for scale and equals 100'
  3. RocketLord

    Roommates

    September 4, 2018 (Takes place after School Daze and Out For A Spin) After finishing Danica's tour, Pan had decided that it was finally time for him to actually find his room. He had a roommate that he was supposed to meet. As he walked through the hallways to find his room, his thoughts began to drift to a certain revelation earlier that day. Someone in this world had written a book called Peter Pan, and it had someone like him and someone very much like the Hooked Man. Pan wasn't sure why, but the thought of the book's existence disturbed him. Pan pushed the thoughts away. That was for later, not for now. For now, he had someone new to meet. His roommate. One Micah Roebuck. Great! Another new friend. At least he hoped so, otherwise it could be a long year in the same room together, but Pan was confident that he'd be able to win his roommate over if that was the case. So, showtime! With his back of few belongings slung over his shoulder, Pan pushed the door open and got ready to greet Micah if he was in the room.
  4. 2018 - 2019 Claremont Academy School Year begins September 5th! Dear Parent, Guardian or Mentor Figure, Congratulations to your child or ward on being admitted to the upcoming school year at Claremont Academy! We couldn't be more excited to welcome them into our proud legacy of academic excellence, practical experience and community service. The semester will begin on Wednesday, September 5th. Dormitory move-in dates begin one week prior on Wednesday, August 29th. Below you will find a list of supplies each student will be expected to bring with them, along with a list of those provided by the Academy including toiletries, dormitory furniture and active wear to be used during our award winning physical fitness programs. Financial aid is of course available to students attending on scholarship and we offer meal plans to suit all needs. Our administrative offices will have been in touch by now regarding any dietary restrictions, allergies, atmospheric requirements, etc. See the enclosed contact information for any further inquiries. Claremont Academy has long been home to students of exceptional ability and drive and this year will be no different! While students should be prepared to work hard developing their talents and learning invaluable real world skills they can also look forward to a welcoming community of peers hailing from all around the world. Orientation will cover movie nights, extracurricular clubs, our new intramural league and other activities. These are the friendships which will last a lifetime. Welcome to Claremont Academy! In red ballpoint pen overtop of the Headmistress' signature someone has scrawled: HOPE YOU SURVIVE THE EXPERIENCE!
  5. Gizmo

    Assemble!

    Wednesday, September 5th 2018 A crisp breeze blew through the campus of Claremont Academy as though the weather was acknowledging that for the teenagers preparing for the first day of the new school year summer was now officially over. For all that the students leaving the dormitories one by one or in small groups and heading toward the auditorium included some truly remarkable individuals there were still seemingly universal experiences that they could not escape. A girl with a toaster pastry between her teeth attempting to tie the laces of her sneakers while catching up to her levitating friend while a boy with light blue antennae struggled under the encumbrance of a knapsack stuffed to its absolute capacity. The students had already received their course schedules but rather than heading straight to class they'd been called to a school-wide assembly. There'd been a few rumours circulating among the upperclassmen about the events of the previous year and changes the faculty had put in place but nothing concrete; Headmistress Summers was living up to her reputation as inscrutable. Newer students had more pressing concerns anyway: who were they going to sit beside?!
  6. Thevshi

    True Sight

    It was shortly after classes had finished the day several of the students had been presented with several ethical questions during philosophy class. Veronica Danger was walking at something of a brisk pace through the Quad from the main classroom building, trying to catch up with one of her fellow students, Abigail Storm. The weather was still warm enough that the teenage Danger was dressed in her typical cargo shorts, this time a brown pair, with a red T-shirt over which she wore a short sleeved tan button up shirt that she wore unbuttoned. "Hey Abby!" She called out as she started to draw near the other girl, which allowed her to more easily catch up with the other teen as she stopped to see who had called her name. "Hey, just wanted to see if you were okay." Veronica said as she drew up alongside Abby. "You seemed to get a bit frazzled toward the end of those questions in philosophy."
  7. Ari

    Roar & Hiss (IC)

    The skulls weren't going to fit on the walls, and it wasn't Leroy's fault. "Dio! What is this, a prison?! Behold how cramped and mean our abode!" Covering the entire bed and part of the floor, the green dragon stretched luxuriously and gave no apparent reply. From behind the headboard, a long, forked red tongue flicked out, then vanished. "At least the barracks of the worlds liberated by my sisters, those had some rude charm!" Sighing a long-suffering sigh, Leroy sat down in a swirl of colored silk as his robes billowed. Surveying the shelves piled with bits and bobs, posters, maps, trophies, book stacks and carefully-positioned feather duster, Leroy ran a hand over his new hair. He still missed the masses of curls he'd grown up with, but the close-cut geometry of the Caesar was at least fun to skim your fingers over. He frowned, the pupils of his golden eyes narrowing to slits as he pondered the riddle of interior design logistics. He turned his eyes back to the lounging dragon "What if I just piled them at the foot and head of the bed, then I can just take them out when I want and during the day they can go over the covers?" "And where will I sssleep, O Dragon Prinsssce?" His face was draped behind the headboard, and a dragon's physiognomy is hard to read anyway, but Dio's voice carried the wry note of sarcasm perfectly. "Under that tree." Leroy pointed unthinkingly at the tall, spreading oak visible from the window. "Neither rain nor frost nor burning sun discomfort you, and I'm the one who needs sleep the more!" Dio started to reply, when his tongue, flicking out again, paused. It darted out again, for longer. "I sssmell sssomeone...your bunkmate, arrange yourssself!"
  8. So, was wanting to see which PCs from the current Claremont class might be interest in being part of an outdoor club for things like hiking, rock climbing and the like. Of course, my Claremonter, Veronica Danger would be interested in this.
  9. Sun Dragon Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: +2 Toughness / -2 Defence In Brief: Prince of a fiery new nation, come to bring freedom to the world. Catchphrase: "By boiling blood!" Theme: Legend of Korra OST: Red Lotus Theme Alternate Identity: Leroy Remilikun Ransom-Conte, 'Larry' Birthplace: New Atlantis City, Earth-W Tech 94527 Residence: Freedom City, Earth-Prime Base of Operations: Claremont Academy, Lantern Hill(803 Aperson Ave.) Occupation: Prince, philanthropist Affiliations: Claremont Academy, New Atlantis, Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle), Siblings by age: 30-25 Olokuye Ransom-Moko(elder sister), Olokode Ransom-Moko(elder sister), Olukoju Ransom-Seyi(elder sister), Olufon Ransom-Moko(elder sister), 24-20 Olaore Ransom-Seyi(elder sister), Olaiunu Ransom-Moko(elder sister), Oludotan Ransom-Seyi(elder sister), Olukoraiwa Ransom-Seyi(elder sister), 19-10 Olagoke Ransom-Moko(elder sister), Oluyemi Ransom-Moko(elder sister), Olutoye Ransom-Moko(younger sister), 9 Oloroo Ransom-Conte(younger sister) Description: Age: 16 (DOB: August 10th, 2002) Apparent Age: Mid-teens Ethnicity: Yoruban Nigerian/African-American Height: 6'5"/1.98m Weight: 210lbs/95.25kg Eyes: Gold Hair: Black Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is cut close into a Caesar on top and shaved meticulously at the sides and back, the geometric effect lending an almost inhuman look. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar. His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather. On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. As Sun Dragon, he uses his powers to shape a suit of black armor veined with yellow, a black featureless helmet concealing his face. A winged yellow starburst serves as an insignia. History: Leroy Ransom-Conte was born into a world at peace. Earth-W Tech 2 has never known war, crime, fear or hate. The best and brightest use powers as disparate as sorcery and cybernetics to create a better world for all, guided by the world's leader, his mother Amatekon. Amatekon is a former hero of Earth-Prime's Silver Age, a psychic warrior called Lioness who used her powers to make herself nigh-invulnerable and protect the innocent across West Africa. However, during the troubles of the 60's and 70's, and as she grew to better understand the deep roots of fear festering at the heart of humanity, she began to despair of making any lasting change. Growing convinced that only a new world, a totally new way of life, could demolish the prejudices and hate she met every day, Amatekon set out to find a new home for humanity. She found one in an Earth slowly sinking into the global ocean, its core failing and the only human inhabitants a failing branch of the Atlanteans. With her powers and their technology Amatekon drew forth and tamed dragons from the mantle, forging a lasting friendship between them and her followers. Together they reignited the core, reclaimed land from the seas and established the great capital of New Atlantis. Discovering that her deeds partly matched the religious lore of her Yoruban ancestors, Amatekon also learned that by fulfilling and embodying prophecies and mythic archetypes she could attain even greater power, making her dreams that much more attainable. Focusing on Earths ruled by tyranny, the Lioness made a point of destroying such regimes and giving those oppressed the option of joining her in her new world. As a result, her power grew by leaps and bounds. With billions of minds working at once, the technology, magic and natural talents available to New Atlantis soon outstripped that powers much older could muster. But after years on her own Amatekon was lonely, the enormous pressures of her new life were almost overwhelming and she'd grown to miss her old home. So, starting in the early 1980's, she began making trips back to Earth-Prime, discretely searching for like-minded souls. During one such excursion she met her first and second husbands, Lafenwa and Sola, via foiling an attempted assassination of President Shagari by New Freedom super-assassins. The three had clicked immediately during the defense and the two men, with powers of their own, found her vision of a new Earth compelling. Together they moved to Earth-2. where they began raising a family alongside the patient work of creating a whole new civilization. Amatekon returned to Earth-Prime several times since then, spreading her message and lending support where she felt her presence wasn't destabilizing or made the local community a target. One such event was the day the Centurion died, where during the cleanup and recovery she met her third husband. Leroy's father was the brother of Leroy Conte, the Golden Marvel, a light-wielding superhero who in the late 80's and 90's fought crime in Freedom City. Unlike Lavernius, a gentle and dedicated music teacher, Leroy seethed at the injustices of life in Lincoln and the crooks in costumes or suits pushing people around. His brother was arrested and imprisoned for killing one of his rogues' gallery, and soon after came the Terminus Invasion of 1993. His life destroyed and his family gone, Lavernius attended one of Amatekon's rallies advertising "Earth-2" hoping to catch some of the renewed love of life other Freedonians had. He and the would-be savior met, and to the surprise of both became fascinated with each other. Lavernius' resilience despite his weakness, tragic past and drive for excellence in his art appealed to the romantic in her, and her ideals of self-direction and freedom from the past struck a powerful chord in him. He decided to stay on his world, partly to advocate for his brother, but maintained a relationship with Amatekon that grew into marriage in 2000. Thanks to her, he unlocked powers similar to his brother's, though nowhere near as strong, and after the rally began a productive career teaching music at Freedom School for the Arts in Southside, visiting his wife and her two other husbands regularly. Leroy Ransom-Conte was born the 12th child and first son of Amatekon, and ever since his earliest days there were murmurs. As he quickly became all-too aware, he was smaller and weaker by far than his siblings, all of whom took after their titanic mother, without their talents for art, science, the mysteries of magic or the mind. He was older than any of his sisters when he bonded with his dragon, and worst of all his powers weren't developing along nearly the right lines, gravity instead of light answering his commands, despite inducing mutations via exposure to the realm of the Phoros, the living stars. Amatekon was determined he would be cared for and find a place where his talents could be nurtured, encouraging him to practice with his siblings and teaching them to respect disparate levels of strength. Noticing his fascination with tactics and historical revolutionaries, she tutored him herself before arranging for longer-term studies on Earth-Prime, where she hopes he will become a rallying point for her movement. Claremont Academy was the natural choice, the crucible where the future of the superhuman establishment is forged. In the fall of 2018, over forty years since his mother embarked on great experiment, Sun Dragon set out on his own. Personality & Motivation: Leroy is blessed with the confidence and goodwill to all that comes from living in a utopia, but with a vein of steel from being brought up with the expectation of defending that shining realm against an omniverse of threats. He's not blind to the ways people try and trick or hurt others for their own gain, but his upbringing keeps his eyes firmly on the reason why crime seemed so appealing in the first place. Earth-Prime has its virtues, even if he won't easily admit to them, but the systemic flaws driving people to choose between morals and living feed a constant low-level simmering anger at the injustice going seemingly unchallenged. On top of that, Leroy is here on a mission. He's easy to befriend but he's looking constantly for allies he can win to his mother's cause. Yet the very fact that it's his mother's cause, not his, is slowly growing a seed of doubt at his place in the wider plan. Most of all Leroy is devoted to his dragon, Dio, his closest and truest friend. He's arrogant, but not so much that he doesn't appreciate the help and camaraderie the two give each other. Powers & Tactics: Sun Dragon charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire. His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself. Power Descriptions: Sun Dragon's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power of light is only seen in the hard-light shell he's learned to reflexively don, its assertion highlighted by light visibly warping and bending around him. Complications: Anger: Leroy was brought up never to ignore injustice or wrongdoing...and now literally cannot. Bound: Sun Dragon would never willingly abandon his dragon Dio for any reason. Darkness: Sun Dragon is paralyzed with fear in the dark, and struggles to enter places with dim or no light. Enemies: Though he's largely unaware of it, New Atlantis is based on the conquest of other worlds, and Sun Dragon is a much softer target than most of his family. Mission: Sun Dragon is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard. Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted. Responsibility(Powers): Sun Dragon's power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from. Temptation(Power): Anything that seems like it will make Sun Dragon more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible. Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34 PP Strength 30/18 (+10/+4) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 6 + 8 = 14 PP Attack: +3 (+10 Melee) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Initiative: +2 Grapple: +37/+20/+10 Knockback: -6/-2 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +12/+4 (+4 CON, +8 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +6 (+2 DEX, +4) Will: +7 (+2 WIS, +5) Skills: 60r = 15 PP Diplomacy 8 (+11/+15 w Attractive)Skill Mastery Gather Information 7 (+10) Handle Animal 3 (+5) Intimidate 12 (+15)Skill Mastery Knowledge (physical sciences) 3 (+5) Knowledge (tactics) 8 (+10)Skill Mastery Notice 8 (+10)Skill Mastery Ride 3 (+5) Sense Motive 8 (+10) Feats: 58PP All-Out Attack Attack Focus (Melee) 7 Attractive Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1 Challenge (Fast Startle) Defensive Attack Dodge Focus 4 Interpose Luck Master Plan Move-By Action Power Attack Sidekick 30(Dio, 150PP) Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice) Startle Uncanny Dodge (audio) Powers: 2 + 12 + 22 + 9 + 8 + 1 = 54 PP All powers have the Cosmic descriptor along with any others given Comprehend 2 (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Unreliable)[2PP] Training Enhanced Strength 12 (Super-Dense Cells)[12 PP] Biology Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area; Feats: Dynamic, Dynamic Alternate Power) [22 PP] Gravity DAP: Super-Strength 17 (Mass-Shifting; as STR 47, +85 to Carrying Capacity rank(95/89); Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[20PP] Immunity 9 (Life Support) [9PP] Biology Protection 8 (Manifest Hard-Light Shell)[8 PP] Light Super-Senses 1 (Communication Link(Dio))[1PP] Psychic Drawbacks: (-1) + (-4) + (-3) = -8PP Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP] Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage(Staged) Ground Strike Burst(270ft) DC 27 STR/REF Tripped Shockwave Cone(170ft) DC 25 TOU/DC17 REF/STR Damage(Staged) Abilities (34) + Combat (14) + Saving Throws (13) + Skills (15) + Feats (58) + Powers (54) - Disadvantages (8) = 180/180 PP
  10. Nick

    Arcana

    Arcana Power Level: 10 (150/156 PP) Trade-Offs: None Unspent PP: 6 In Brief: Just a girl, torn between two magical legacies, writing friendfic and posting it to tumblr. Alternate Identities: Abigail Storm (Secret), Abigail Eldrich (Secret) Birthplace: the Netherworld Occupation: Student, Apprentice Mage Affiliations: None Family: Una the Unrelenting (Mother), Adrian Eldrich (Father), Daniel Storm (Adoptive/Surrogate Dad) Age: 16 Gender: Female Height: 5'7" Weight: 140 lbs. Eyes: Green Hair: Black Abigail is taller than average with a lithe build. She has narrow, silver-flecked emerald green eyes and freckled, lightly tanned skin. She has hip-length, raven black hair tucked neatly behind her ears. She has a delicately featured, heart-shaped face, well-defined hawkish nose and classically elegant, chiseled high cheekbones. She favors dark clothing and wears little in the way of jewelry, with the exception of a simple silver pendant depicting a circle inside of a triangle. Her outfit as Arcana is transmuted from her own clothing, and is a dark grey hooded cloak with a silver threaded hem over a similarly colored bodysuit. Woven into the shoulders of her mantle is the symbol of The Modrossus while an enchantment on her outfit causes the cloaks cowl to completely obscure her face, rendering it as a black silhouette with glowing green eyes. Motes of light dance around her when she wields her magic, shifting in hue and luminosity depending on the elemental nature or strength of the spell. History: Much of Abigail's early childhood was being honed into a weapon, or at the very least a tool, to crack open the defenses of Earth Prime and open the way for her mother. It wasn't a nurturing environment in the traditional sense but Abigail, like her sisters, didn't know anything else and so they lived for the approval of their mother and mentor. When Abigail was around eight she was sent to Earth Prime to foster among Una's supporters in the magical community, those that thought they would have a place of power and authority in the Netherworld but that never happened. Instead Daniel Storm of True North, Phantom the Gatekeeper and Eldritch the Master Mage of Earth Prime (and her own father), intercepted Abigail's arrival. She spent several years living with Daniel Storm, even adopting his surname as a cover identity, and learning through his gruff tutelage how to be a kid before eventually moving to Freedom City to live with her father and attending the Nicholson School before moving on to Claremont Academy. When her father died and Phantom took over his Mantle, Abigail felt a little adrift, but the new Master Mage and her family as well as Daniel Storm (and his collection of misfit "children") served to anchor her. She still struggles with the loss, but her mother didn't mold her into someone that gave up easy. Personality & Motivation: Abigail just wants to live her life on her own terms. She realizes that, considering who her mother and father are, this is an impossible dream but that just makes her more determined to make it true. Someone will always have designs for her future, either her own mother (and her supporters) or former foes of her father that believe she'll pick up where her father left off. For now she merely wishes to be a good student, both of the Claremont Academy and of the current Master Mage. Abby is generally soft-spoken and uncomfortable in the spotlight, even if she's still rather personable and quick to make friends. Her secret pleasure is to write stories and make little drawings of her friends or personal heroes, though she'd probably die from embarrassment if some of her more private works got leaked. Powers & Tactics: Arcana attempts to stay at range and blast the target and otherwise shape the field of conflict to aid her allies and hinder her enemies. She relies entirely upon her magic, and isn't really capable of defending herself in a melee or in a scenario where she can't employ spells. While she is capable of raining down considerably destruction, she prefers a more precise application of power though in the end her thought process is very pragmatic when it comes time to do battle. Complications: Crowned: Whenever Abigail drifts towards emotional extremes, a phantom image of Una's Three-Flames Crown appears above her head. Netherborn: To the magically aware Arcana's spells have an otherworldly undertone to them. Her magic would feel familiar to those that know (and have possibly encountered) Una. Reactions would be varied but invariably it would be attention that Arcana would not want. Keystone: As the child of Earth Master Mage and the Queen of the Netherworld many believe Arcana to be a conduit that could allow them access to those dread powers and even allow the Netherworld to subsume Prime. They may be wrong, but that doesn't make them any less likely to entertain nefarious designs involving her. Wallflower: Abigail doesn't do well in front of, or in the middle of, crowds and has a tendency to freeze up especially if the situation is stressful. This carries over to finding non-violent confrontation difficult to handle; she has a tendency to misspeak when trying to deescalate things and ends up making them worse. Abilities: -2 + 4 + 4 + 6 + 6 + 4 = 22PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Ranged (+6 Base, +4 Attack Focus) Grapple: +5 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 6 = 14PP Toughness: +10 (Impervious 5) (+2 Con, +8 Force-Field) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 44R = 11PP Bluff 8 (+10, Skill Mastery) Concentration 8 (+11) Diplomacy 4 (+6) Knowledge: Arcane 8 (+11, Skill Mastery) Knowledge: Theology 8 (+11) Notice 4 (+7, Skill Mastery) Sense Motive 4 (+7, Skill Mastery) Feats: 19PP All-Out Attack Attack Focus: Ranged 4 Dodge Focus 4 Luck 2 Power Attack Precise Shot 2 Quick Change Skill Mastery (Bluff, Knowledge: Arcane, Notice, Sense Motive) Teamwork 3 Equipment: None Powers: 29 + 13 + 3 + 5 + 10 = 60PP Array 13 (26PP, Feats: Alternate Powers 3) [29PP] (Arcane Arsenal; magic) BP: Damage 10 (Extras: Range [Ranged], Feats: Indirect 3 [Any Point, Any Direction], Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Blast, magic) AP: Damage 10 (Extras: Area [General, Shapeable], Feats: Variable Descriptor 2 [Any Magic]) [22PP] (Arcane Wave, magic) AP: Create Object 7 (Extras: Duration [Continuous], Feats:Precise, Selective, Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Construct, magic) AP: Move Object 10 (Feats: Precise, Variable Descriptor 2 [Any Element]) [23PP] (Elemental Manipulation, magic) Protection 8 (Extras: Force Field, Impervious 5) [13PP] (Spell Shield; magic) Super-Senses 3 (Magic Awareness [Mental]) [3PP] (Arcane Acuity; training) Teleport 1 (100 ft; Feats Change Direction, Change Velocity, Turnabout) [5PP] (Blink; magic) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; magic) Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage Arcane Blast Ranged DC 25 Toughness (Staged) Damage Arcane Wave Touch/Area (Shapeable) DC 25 Toughness (Staged) Damage Totals: Abilities (22) + Combat (24) + Saving Throws (14) + Skills (11) + Feats (19) + Powers (60) - Drawbacks (0) = 150 / 156 Power Points
  11. Name: Crystal Gazer Power Level: 10/10 (150/155PP) Tradeoffs: None Unspent PP: 5 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 8 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -5 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 76R=19PP Bluff 12 (+16) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+19) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 8PP Equipment 1 Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Equipment: 4 + 1 = 5EP Heavy armored suit: Protection 4 [4EP] Laptop: [1EP] Powers: 7 + 36 + 8 + 14 = 65PP (Descriptors: all psionic) Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic) Psionics 16.5 (33PP Array, Feats: Alternate Power 3) [36PP] (Telepathic) BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic) BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (28) + Combat (18) + Saving Throws (12) + Skills (19) + Feats (8) + Powers (65) - Drawbacks (0) = 150/155 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
  12. Player Name: KnightDisciple Character Name: Thunderbird Power Level: 10 (150/155PP) Trade-Offs: +2 Attack/-2 Damage [Melee], -2 Attack/+2 Damage [Lightning], +4 Defense/-4 Toughness Unspent Power Points: 5 In Brief: Young weather controller seeking to learn to control his powers, and maybe see a bit more of the world beyond Oklahoma. Residence: Claremont Academy, Freedom City [School year]; Bartlesville, OK, USA [Summer/Family home] Base of Operations: Claremont Academy Alternate Identity: Micah Roebuck Identity: Secret Birthplace: Tahlequah, OK, USA Occupation: High School Student Affiliations: Claremont Academy Students Family: Lawrence Roebuck [Father, Deceased], Amelia Roebuck [Mother]; William Herrington [Maternal Uncle], Tess Herrington [Aunt], Janet Herrington [Cousin, informally called "Aunt" by Micah; also the superhero Stormchaser, member of the Barnstormers] Description: Age: 16 (August 2002) Male: Ethnicity: Cherokee [born member of the Cherokee Nation] Height: 5'9" Weight: 155 lbs. Eyes: Dark Brown; Electric Green when using his powers Hair: Black Micah is the picture of a still-growing teenage boy; his frame is somewhere between "lanky" and "filled out", but he's been told he's still got some growing to do. His father was over 6 feet tall, after all. Micah's hair tends to be kept short right now, mostly due to his mother wanting him to look good for "that nice school out East". His skin bears a fair deal of tanning, but other than a small scar on the back of his left hand ("accident in the kitchen with a can of beans"), is free of marks or blemishes. Micah tends to wear rugged clothes, with a preference for jeans and thicker t-shirts, complimented by a denim jacket. If dressing up, he does have a simple black suit, which he wears surprisingly well, but those on-campus may well never see him in it. He owns a couple of ribbon shirts, but is leery of wearing them for fear of looking "too stereotypical". As Thunderbird, he currently wears a sleeveless version of the Claremont uniform, complimented with fingerless gloves, a sturdy bandanna across his mouth, and a large, sturdy pair of goggles that cover his eyes and give protection against possible debris and irritants. Power Descriptions: Micah possess the metahuman ability to control weather. This typically manifests as him summoning up winds, lightning, and perhaps rain or hail. The lightning he directly summons is often tinged green, apparently a "tell" that it is artificially summoned; if he manipulates the weather as a whole to create conditions that support lightning, those strikes will look normal. When manipulating weather on a large scale, he sometimes manifests an aura colored like the Aurora Borealis. When flying above 100 miles an hour, he begins to manifest the same effect, but focused into a pair of wing-like shapes. Micah's control over wind is particularly excellent, enough to allow him to utilize it as a "speed booster" alongside bursts of ionic energy, such that even aside from flight itself, he is capable of delivering a high-speed barrage of blows. As an adaptation for this and for high-speed flight in general, his ability to process and react to information is high above the average person. As well, his body has adapted itself to function not only at high speeds, but high altitudes. Beyond high-speed strikes and blasts of lightning, Micah has one last option to bring directly against an opponent in a fight. He calls it the "Borealis Burst", since the manifestation includes a large burst of light similar to the Aurora. This veritable explosion of lightning, thunder, and wind is liable to knock over most any opponent while also given them more than one kind of headache. All of these things are accomplished, at their core, by Micah's powers manipulating ionization of the air, temperature patterns, and the rate of condensation in an area. By wildly changing these factors far outside the normal, natural rates, he is capable of manifesting and manipulating weather in the blink of an eye. By channeling these manipulations to himself, he achieves his flight, speed, and other close-range abilities. History: Micah grew up knowing where he came from. Where his parents, and their parents before them, came from. What his people had been through, but also what they were working to become. Micah was, if not immersed in Cherokee culture, very much exposed to and living in it all of his life. His father worked for the Cherokee Marshal Services, and his mother still works as a teacher of both the Cherokee language, and literature classes at the high school level. His grandparents on his father's side live on a farm well outside of Oklahoma City, and his mother's parents live on the outskirts of Muskogee, still helping run a local store for both Native American and tourist customers. Micah himself was born in Tahlequah, to a pair of loving, humble parents. He grew up knowing the traditions he came from, and was taught Cherokee and English in almost the same breaths. He went to school with only Cherokee kids during his younger years, and that was a grand old time. Then Lawrence Roebuck had a heart attack and died right before Micah would have gone to middle school. In the aftermath of the loss, Micah and his mother ended up moving to Bartlesville, to live with his Aunt and Uncle William and Tess. And his cousin Janet, whose older age had Micah referring to her as "Aunt Janet" (much to her vexation) was Micah's largest role model. He'd always been interested in cars, bikes, and other machines with engines, but her career in the Air Force piqued his interest in flying machines, especially jets. And his lanky frame lent itself well to the running that his Aunt Janet had done in her own time on the track team. However, while the presence of family helped heal some wounds, middle school made others on its own. For the first time, Micah was not in a Cherokee-only school, and his first encounters with children outside the tight-knit sphere of the Cherokee Nation was...mixed. Amelia tried to find a way to get him back into the old school system, but couldn't find a way for them to both stay in Bartlesville and get him into a Cherokee-only school. It wasn't long before he found himself clashing with the much more intensely clique-centric culture around him, and enduring more than a few rounds of teasing based on his background, as if one town in Oklahoma was that significantly different from another. While certainly not the same scope of problems and struggles others of his ancestry might face, for a young boy they were difficult things indeed. Micah withdrew from most all of his schoolmates, mostly spending time with those who came from the Nation or one of the other Tribes in Oklahoma (the city drew people from fairly wide backgrounds and areas in the state, all things considered). He kept his mouth shut and smiling at home; his mother was working more hours, not only teaching but also tutoring, to help make ends meet. William and Tess were doing what they could, but times were lean even for them; Janet would send back money sometimes, but William and Tess typically rejected the gesture if it wasn't to help with a particular bill. So Micah got to add being a poor kid, who didn't have a dad, to the list of things he was teased for and just bottled up. When he got to junior high, Micah joined the track and field team, looking to use sports as at least something of an escape; the school didn't have an auto club, and trying to copy his "aunt" was the next best thing. While Janet had been a distance runner and jumper, Micah found himself excelling at sprinting and the discus. He wasn't necessarily a shoe-in to get the gold at state, but he did well enough that some of the social pressure eased up, even if just by virtue of more attention in general being on him. After a while, he even started to make friends with the various boys on the track team. Even if they occasionally asked insensitive questions or told jokes that just made him flinch; at least they'd apologize for them when he told them why. Micah opened up, just a bit. He even talked to his mom about what he'd gone through in middle school, and endured The Talk from her. Micah's freshman year was when things changed. Just as spring turned and they were entering the "final stretch" of the year, and as the track team was going to the regional meet that would set them up for state, things changed. The night after the meet, a supercell storm cropped up when, by all rights, it should have been a cool, clear night. The heroine Stormchaser raced to the scene, and diffused a tornado before it touched down, less than a mile from Micah's hotel. However, when two more funnels tried to form, Stormchaser realized that, intentionally or not, someone in the area was using powers similar to hers. She could "taste" the ionization in the air, could tell it was working similar, but not the same, as hers. After almost an hour, Stormchaser felt the last ebbs of the power stop, and the storm calm into a normal rainstorm, instead of what could have been the most destructive storm of the year. Two days later she got a frantic call from her parents about how she needed to talk to Micah. He finished the year out at school, but as soon as track was done, any and all after-school activities stopped. He grew distant from the friends he'd made, keeping in touch mainly with texts. Finally, they found out he was going to some fancy school out East the next year, his sophomore year; some of his friends grew angry, others promised to stay in touch. None of them were told the truth: that Micah had awakened an enormously powerful gift that he needed help learning to control, help that his cousin couldn't dedicate to help him. So instead, he was going to attend Claremont Academy. Personality & Motivation: Micah is a young man who's almost desperate to figure out his place in the world. His life has had multiple upsets, and this latest one, of both gaining great and terrible power and then moving half a country away from his family and friends, has left him all but reeling. In response, he turns inward, seeking to focus on schoolwork, working on a car (if he can manage it), or perhaps playing on his guitar somewhere no one (supposedly) can find him. There are times he seeks out or "allows" himself to be put in extroverted situations, but the motivation is difficult. When it comes to his actual schoolwork, Micah is determined to excel, to prove any of the jerks from years ago wrong about how stupid he is. Even if he doesn't get flawless grades, his determination means he rarely falls behind. One of Micah's core motivating ideas is "living up to the legacy" of both his father and his cousin. His father was a good, just, kind man who made his mother happy and taught him everything he could in the time they had together. His cousin is a veteran and a superhero, someone casually at ease with both, and who, despite wielding enormous power, is more than willing to spend time with family, friends, and even random people, just to make their day better. Micah often measures himself against what he imagines either of them might do in a situation, which of course leaves him falling short and frustrated. Micah tends to be very level-headed and slow to anger; years of dealing with bullies and ignorant folks means he has practice with patience (as his mother likes to say). However, if pushed to anger, he gets angry, and is somewhat likely to get physical. The same levelheadedness meas he tends to be very reserved in general; unfortunately, the same principle of "holding it down until it bursts forth" holds true, especially with him being in the roaring midst of puberty. Micah's emotions tend to spike a bit if he's pushed past a certain point. Which can be a bad combination with his powers. His patience for ignorant questions from clueless people is present, but by no means endless, and if he senses he is being intentionally mocked, it quickly shortens his temper. Before getting his powers, Micah wanted to be a pilot like his cousin. After getting his powers, he found himself unsure if that's still his dream, since he can fly on his own now. He knows what he likes to do, but isn't sure if those hobbies are where he wants to take his career. Despite everyone telling him he has years before he needs to decide, he is already feeling pressure within himself to decide a path and start preparing for it. Some of Micah's favorite musicians and groups include Johnny Cash, Bon Jovi, Aerosmith, and other classic country, bluegrass, and rock artists and groups; more recently he's been trying out genres like metal or modern rock, though he's reluctant to pick favorites just yet. Powers & Tactics: If pushed to fight, Micah tends to be quiet and focused, sometimes to his detriment; he has a tendency to doggedly work on something until it's done, be it a term paper or a single opponent in a fight. This mono-focus means he handles single opponents well, but when dealing with larger groups of foes, he can have a few moments of indecision. His primary tools in a fight are his rapid-fire strikes with his arms and legs, and his potent blasts of lightning. Often he opens up from a distance with the lightning, and only starts trying to punch people when they've closed the distance; Thunderbird's powers lend themselves to working at a distance, and he has had little reason to decide to do otherwise. If engaged in melee, Micah tends to start with what he views as the easiest target, and try to use his superior speed and maneuverability to quickly dispatch a great number of enemies. If faced with a situation where he needs to shift things in favor of the heroes rapidly, or perhaps do something like cover an escape, he will rapidly and dramatically shift the weather in an area (albeit one smaller than what his cousin can affect) to impede his foes. He's reluctant to use this in the course of a normal fight, but depending on the situation he can apply it with just enough finesse to avoid too much friendly fire. The Borealis Burst, though, is very consciously a measure of last resort. Not only does it leave him drained, but the area it affects is larger even than his general control over the weather. The fact that it leaves deafened, disoriented, and knocked-down targets of its indiscriminate shockwave in his wake means he's barely even tried generating this burst of power. Thunderbird is unlikely to deploy this unless he has no other choice that he can discern. Beyond his offensive powers and approach, Thunderbird is a blindingly fast flyer whose body and mind can naturally adapt to the heights and speeds he achieves, though he has found he needs goggles to keep his eyes from being damaged by high-speed but minuscule debris. Complications: Thunder Rolls and Lightning Strikes: Micah's patience is rather good for a teenage boy, but it's not infinite, and when it begins to wear thin, he is likely to have an explosive outburst of anger. This may cause friction with his team, distract him in a fight, or even briefly surge his powers out of his control. Every Nightmare Blown Away: Micah's control over his powers is currently nearly non-existent while asleep. Most nights this is a non-issue; his dreams are calm and disassociated enough no real changes happen in local weather patterns. But if he experiences intensely emotional dreams, especially nightmares, it can radically and dangerously shift the weather. To prevent destruction brought on by indigestion-induced bad dreams, Micah must wear special power-dampening bands around his head, wrists, and ankles. These bands are easy to remove (1 full action), but until all of them are off his powers won't function properly, or at all, leaving him a fairly mundane human being. Every Storm Runs Out of Rain: Micah's powers work in most any outdoor conditions, seeing as they can manipulate the environment to produce weather. However, if he finds himself in a tightly-closed system (such as a hermetically sealed building, a spaceship or station, or inside some kind of powerful shield or the like), he may have difficulty manifesting the full measure of his powers. Cold Kentucky Rain: While Micah's powers work in most extremes, sufficiently low temperatures may also impede his powers, more so than extreme heat. If it's cold enough, his speed might drop and his lightning struggle to work, though Micah would likely be able to manipulate any existing weather and moisture in that environment. Whirlwind in the Thorn Tree: Micah's powers can sometimes cause more damage in an area than expected. High-speed winds can be extremely dangerous, and if there's sufficient debris around, any wide-area usage of Micah's powers risks possibly shredding friend and foe alike, something that might well stay the weather controller's hand at using such power at all. Sky Is Falling Through: Controlling the weather is tricky at the best of times. While Micah's speed and thunderbolts are no real risk, his manipulation of wider weather area, as well as the Borealis Burst, run the risk of getting carried away even when their effects normally fade. Given just the right combination of factors, a pocket of weather created and molded by Micah may not fade, but instead grow out of control when released from his "grip", growing into a full storm of its own right; sometimes this artificial storm may horribly mismatch the existing weather patterns, or just build on what was there already. Song of a Summertime Storm: Micah is a young man of a heritage that's pretty rare in Freedom City, far from home and family, struggling to maintain not only his own secret identity, but more importantly his cousin's secret identity. That's a lot of balls for a kid to juggle. Abilities: 4 + 8 + 4 + 2 + 0 + 2 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 12 (+2) Combat: 12 + 16 = 28PP Initiative: +8 Attack: +6 Base, +8 Melee, +8 Lightning, +12 Flying Fists Grapple: +10 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +6 (+2 Con, +2 Costume, +2 Defensive Roll) Fortitude: +8 (+2 Con, +6) Reflex: +9 (+4 Dex, +5) Will: +7 (+0Wis, +7) Skills: 72R = 18PP Acrobatics 10 (+14) Bluff 8 (+9) Craft (Mechanical) 8 (+9) Craft (Electrical) 4 (+5) Drive 8 (+12) Knowledge (Current Events) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Popular Culture) 7 (+8) Languages 1 (Cherokee [Native], English) Notice 10 (+10) Perform (Stringed Instrument) 4 (+5) Feats: 20PP All-Out Attack Attack Focus (Melee) 2 Defensive Roll 1 Dodge Focus 6 Equipment 1 (5EP) Evasion 1 Improved Initiative 1 Luck Move-By-Action Power Attack Set-Up Takedown Attack 2 Uncanny Dodge (visual) Equipment: 2 + 3 = 5EP Costume: Protection 2 [2EP] Goggles: Immunity 1 (eye irritants); Super-Senses 2 (Visual; Counters Obscure [clouds/fog]) [3EP] Powers: 13 + 2 + 2 + 1 + 28 = 46PP Flight 6 (500MPH, Power Feats: Moving Feint) [13PP] Quickness 2 (x5) [2PP] Power Reserve 1 (2PP; Flight [up to 7 (1,000 MPH/10,000 feet/round)] or Quickness [up to 4 (x25)]) [2PP] Immunity 1 (high altitudes) [1PP] High Flier Array 12.5 (25PP, Power Feats: Alternate Power 3) [28PP] Base: Damage 6 (Extras: Area [Targeted, Burst] [8], Selective Attack [8] Power Feats: Accurate 2, Mighty) [25PP] (Bludgeoning, Air/Wind) ("Borealist Blitz") AP: Damage 12 (Extras: Ranged, Power Feats: Accurate 1) [25PP] (Electricity/Lightning) ("Green Lightning") AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (Electricity/Lightning, Sonic) (Borealis Burst) AP: Environmental Control 6 (24PP, Mix-and-Match Environments: Cold, Distraction, Hamper Movement (High Winds, Icy or West Surfaces), Heat, Reduced Visibility [Precipitation]; Extras: Independent [+0], Power Feats: Reversible [Maximum Radius 250ft]) [25PP] (Weather) ("Stir the Storm") DC Block ATTACK RANGE SAVE EFFECT Borealis Blitz Touch DC 23 Toughness Damage [Physical] Green Lightning Ranged DC 27 Toughness Damage [Energy] Borealis Burst Area DC 25 Toughness Damage [Energy] Borealis Burst Area DC 20 Reflex Blinded, Deafened [Energy] Totals: Abilities (20) + Combat (28) + Saving Throws (18) + Skills (18) + Feats (20) + Powers (46) = 150/155 Power Points
  13. Black Rabbit Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +5 Attack/-5 Damage In Brief: Ex-New Freedomite Teen Endowed with Ancestral Rabbit Totem Alternate Identity: Tom Rhodes (Secret) Birthplace: “Pella, Iowa.” (New Freedom, Antarctica) Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Claremont Student, Superhero-in-Training Affiliations: Claremont Academy, AEGIS Family: “Totally still alive back home in Iowa.” (Rebekkah Carter (Mother), Silver-Stag (Father), both presumed deceased.) Description: Age: 16 (DoB: April 17th, 2002) Apparent Age: Mid-Teens Gender: Male Ethnicity: Mixed New Freedomite/Native American Height: 5’8” Weight: 160 Lbs. Eyes: Brown Hair: Black Appearance: With warm, perpetually sun-kissed skin, dark wavy hair, cool brown eyes, an athletic build and natural boyish charm, Tom Rhodes is clearly blessed with both good genes and his parents’ borderline preternatural good looks. In another life, he might have made a fine model later in life, were it not for the multitude of scars dotting his body - each of which he’s devised a clever lie to conceal the truth behind. Old lacerations and pock marks are most common on his arms, back, and chest from training, while the tell-tale signs of a poorly healed burn is sorely present on his right shoulder. An extremely faint, short, almost wholly vertical scar lines his left cheek, while another has left a noticeable gap in his left brow. Aside from his physical looks, the way he carries himself is also noticeable under any kind of scrutiny. He moves with rhythmic purpose, a sort of precision and order that really starts to stand out the more kids you put him side-by-side with. Poor funding aside for such niceties, avoiding the fashion faux pas of Freedom City has been a challenge for Tom, and it clearly shows as his transition from an entire wardrobe consisting of militant greys to one that permits color (and other fabrics, even!) continues to ruin any chance of appearing cool, suave or even just well-dressed without the assistance of others. Typically, when left to his own devices, he prefers thrift store clothes in solid dark colors and practical denim with last years least fashionable tennis shoes. This is just a polite way of saying he dresses slightly better than some hobos - but only some. Generally speaking, Tom prefers to simply wear the Claremont uniform whenever possible. Though he’s not especially fond of the bright colors that it takes up, he does appreciate the sense of camaraderie and unity it instills; arguably the last remnant of respect he might have for his initial upbringing. He hasn’t made any personal amendments to it, aside from adopting a yellow-and-blue hood and domino mask to go along with it when he’s out and about fighting for his new home in Freedom City. History: Growing up in New Freedom under the regime of President Harper, Three-Winds was the latest in a long line of totemic champions, destined to follow in the footsteps of his grandparents and parents as peacekeepers against the enemies that took up residence both inside and outside of its walls. It was a childhood of conflicting educations: of both the Old Guard of Othello, the Old Ways of his people and the spirits they revered, but also of the brutal indoctrination initiated by Jade Harper and New Freedom’s newly-minted (and quickly escalating) cruel way of life. Striking a delicate balance between spiritualism and fascist militarism, Three-Winds was groomed by his parents for obedience and to further the cause Othello had started, bearing all the strengths and talents to make it within the swiftly changing regime. Even as a child he was a quick-witted, resourceful, and loyal follower of the New Freedomite way of life, and while his parents’ powers lead them towards careers of brutal pugilism and enforcement, the blessings of Rabbit that Three-Winds inherited from his totemic lineage lead him towards a more insidious path - that of the agent provocateur and infiltrator, ferreting out dissenters and would-be terrorists within New Freedom in the name of their Glorious Leader. Though a promising prodigy, his career took a drastic turn when Jade Harper was removed from power and her daughter, Leah Harper, assumed the presidency. Her transition wasn’t smooth, and as the years wore on, the first cracks in the foundations of loyalty instilled by her predecessors were beginning to form; cracks, unfortunately, the new President Harper detected. Among those questioning her conduct were Three-Winds’ parents; too close to the top, they were a liability she couldn’t afford to leave unchecked. And so, quietly, she arranged for a mishap to transpire overseas as she sent them on a mercenary operation to Central Africa. As predicted, they never returned. There was no eulogy for his parents; only a government statement given that the operation was a wash and they had been killed in action. But Three-Winds had grown suspicious. Though barely older than fourteen himself, he’d been trained to see through such facades; that, coupled with his growing angst and grief at the loss of his parents was enough to finally loosen the hold of New Freedom’s indoctrination form his mind. He set out on a dangerous mission to uncover the truth, finally deducing his suspicions were well-founded: Leah Harper had set the whole thing up as part of her reformation project to hand-pick her newest sets of agents and remove those already in place - including Three-Winds himself. Barely managing to escape New Freedom in the dead of night and under cover of a snowstorm, it was sheer luck that he was picked up by an AEGIS reconnaissance squad before the frigid clime of the Antarctic could claim him. Quietly extradited to the United States, he spilled his guts regarding everything he knew about New Freedom. In exchange, he was offered amnesty, and the chance to have a real life; one outside of the tyrannical grip of Supreme Glorious Leader Harper and her corrupt Inner Council. After a few years isolated in an AEGIS safe-house and subjected to mental rehabilitation and re-education, Three-Winds - now under the WITPRO alias of Tom Rhodes - was deemed fit for reintegration into American society, with special arrangements made to further his education given his unique talents. Highly-trained and harboring a magical spirit that granted him superhuman powers, there was really only one place suited for someone like Tom: Claremont Academy in Freedom City, where he would, with a little luck and a lot of determination, finally have the chance at a fresh start. Personality & Motivation: Cool and detached, but otherwise seemingly well-adjusted, Tom lacks the overt angst common among the standard breed of teenager, a trait alone which might raise suspicion as to his true origins. On the surface and within a community full of superheroes, this might be perfectly normal; until it falls under extensive scrutiny, anyway. There’s a palpable aloofness to him, an air of foreignness when compared to your typical American teenager that reeks of methodical training, complete with an eerie ability to remain organized and clean. Sure, he laughs at everyone’s bad jokes and makes quick, charmingly dry remarks from time to time in an attempt to fit in, but he’s never really there, and the harder one looks, the more obvious it starts to become that he's anything but garden variety, the occasional sign of militant training or coldly pragmatic rationale slipping through the cracks. If nothing else, the accent’s a dead giveaway for anyone even remotely familiar with the residents of New Freedom (which, Tom hopes, isn’t many at Claremont Academy!); there’s just something about it, a peculiar richness in the inflection that’s just off that screams “actually not from here,” despite his best endeavors to mask it and fit in with a society he’s only just started to experience first-hand. But Tom is trying. This is really the best thing that can be said about him. He really is doing the best he can to adapt to his new life in Freedom City and turn his training as an agent for a vile dictator into those of a genuine bonafide superhero, make friends, and generally be a normal teenager (albeit with superpowers). But it’s like walking on eggshells, constantly straddling what he'd been taught while trying his best to do what's right. It doesn't help that he’d known only what his extremely limited education about life outside of his homeland he was permitted, making things more than a little awkward at times as he tries to put his dangerous past behind him… well, mostly, anyway. It’s true that he yearns for a fresh start, but the pangs of vengeance still fester; a need to avenge the deaths of his parents a violent spark that at any moment could ignite the fuel that is his anger. He’s tried to make peace with their passing but has had only marginal luck, even with the assistance of Rabbit’s spirit trying to soothe and guide him emotionally. All in all, he wants to do the right thing, inspired by the patriotism of the American way of life and Freedom City’s unflappable pursuit to do good. But it’s going to take time to make the full transition - maybe a lot of time - and to put those demons to rest once and for all. Powers & Tactics: As a former agent-in-training for New Freedom’s vicious totalitarianistic government, Black Rabbit is surprisingly well-trained, capable of employing military-level martial arts and covert operations training alongside his bizarrely potent totemic rabbit powers to undermine criminals and villains with astounding efficacy. Though his powers are subtle and indirect in nature, Black Rabbit isn’t afraid to use them; quite the contrary, really, given that in New Freedom people with superpowers are the norm. Once subterfuge fails, he moves in with precision, focused on ending a fight as quickly and efficiently as possible. Black Rabbit prefers to utilize his astounding speed and agility to close the gap and get into close-quarters combat, wherein he can unleash debilitating holds, quick feints, and potent strikes to render foes unconscious. When push comes to shove and the dice fall out of favor, Black Rabbit relies on the his totem spirit and its ability to manipulate luck - for himself, for his team, and against his foes - in-order to skew victory in his favor, trusting in the spirit of Rabbit and the magical blessings it confers to protect him from harm. Power Descriptions: (All Powers Have the "Magic" Descriptor.) As the Black Rabbit, many of his powers lack the flair and flashiness of his superheroic counterparts. Despite being able to run and hop astounding distances, being endowed with super-hearing, armed with razor-sharp claws and teeth, a strange talent for manipulating luck, and the ability to kick bricks to smithereens, nothing outwardly obvious seems amiss about the current heir to the spirit of Rabbit. Under closer magical examination, however, things are a little more obvious. A warm, off-white aura surrounds the Black Rabbit; an extension of both his spiritual attunement and the envelopment of the spirit itself shrouding him in its protective nature in the shape of a rabbit upon more focused inspection. It serves as much as a metaphysical shield as it does an extension of Tom’s own will, its energies ebbing and flowing alongside the young totem’s emotions. While Rabbit’s spirit confers a number of physical boons, it’s the spirit’s unique ability to protect its inherited champion by twisting fortunes in their favor through subtle, normally unexplainable manipulations - chiefly by manipulating the physical world through the spiritual plane, such as invisibly nudging bullets off-course, reflexively fortifying Tom’s physique or talents to avoid danger, or causing well-timed mishaps that otherwise wouldn’t have happened at all. Channeled equally through sheer willpower and instinct, the aura grows brighter and more intense with each use until Rabbit’s luck-altering powers inevitably wane, leaving his aura dim and virtually colorless as it recedes back into Black Rabbit himself to recuperate. Complications: A Hive of Scum & Villainy (Prejudice): There’s a reason nobody talks about New Freedom, as it’s a blight on everything that the real Freedom City and the United States stand for. Some people might not take too kindly were they to learn that Tom is, in fact, from that horrible, despicable, not-very-good place. A Wolf in Kid’s Clothing (Age): Despite his maturity growing up under the brutal regime of Glorious Supreme President Leah Harper, he’s still by way of the United States legislature a minor. No booze, no admittance to certain places, and definitely subject to a curfew officers of the law will enforce when he’s not in-costume. Don’t Talk About My Parents (Temper): Under normal circumstances, Black Rabbit is an unflinching vanguard of immutable calm… riiiiight up until you talk about his parents. All bets are off after that. From New Freedom, With Love (Enemy): Black Rabbit is playing a very dangerous game as a defector, especially given the knowledge he took with him. Leah Harper and the rest of the New Freedom Council don’t take kindly to deserters, and should his presence be discovered, their retribution will undeniably be swift and ruthless. It’s a Secret to Everyone (Identity): As if keeping an alter-ego as the Black Rabbit wasn’t hard enough, Tom Rhodes is also under the WITPRO program and a defector from the dictatorship of New Freedom. Revealing this little factoid not only puts himself at risk, but also anyone who knows the truth should a New Freedom black ops hit squad come calling. Only AEGIS and a few key, highly-selective individuals know, and it’s best to keep it that way. Report to the Principal's Office Immediately (Responsibility): Part of Tom’s rehabilitation into normal society means going to school. While AEGIS was nice enough to foot the bill to get him in the door of Claremont Academy, it’s up to him to maintain that academic level of excellence and not just skip school to beat up bad guys on the regs (and on their dime!). Speak to Me, O Spirits! (Obsession): Until recently, there was only so much about his heritage and his spiritual connection that Tom was permitted to know. Now that he’s finally free from the grasp of New Freedom and its vile indoctrination tactics, he finally has the opportunity to reconnect with his Native American ancestry and uncover the mystical secrets of his birthright. Abilities: 10 + 14 + 12 + 0 + 4 + 6 = 46PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+2) Combat: 10 + 10 = 20PP Initiative: +7 (+7 Dex) Attack: +5 Base, +15 Melee Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +20 Knockback: -5/-2 (w/o Defensive Roll 2) Saving Throws: 2 + 5 + 6 = 13PP Toughness: +10/+6 [w/o Defensive Roll 2] (+6 Con, +4 Defensive Roll 2) Fortitude: +8 (+6 Con, +2) Reflex: +12 (+7 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Acrobatics 3 (+10) Bluff 8 (+11/+15 Attractive) Skill Mastery Diplomacy 7 (+10/+14 Attractive) Disguise 7 (+10) Escape Artist 3 (+10) Gather Information 7 (+10) Intimidate 7 (+10) Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Skill Mastery Sleight of Hand 3 (+10) Stealth 3 (+10) Skill Mastery Feats: 30PP Attack Focus [Melee] 10 Attractive 1 Beginner’s Luck Chokehold Defensive Roll 2 Dodge Focus 5 Evasion Fast Challenge (Feint) Fearless Grappling Finesse Improved Grab Improved Grapple Improved Pin Power Attack Skill Mastery 1 [Bluff, Notice, Sense Motive, Stealth] Uncanny Dodge [Auditory] Powers: 4 + 4 + 11 + 6 = 25PP Enhanced Feats 4 (Ultimate Save [Fortitude, Reflex, Toughness, Will]) [4PP] - Mystical Resilience BE: Leaping 3 (Running Long Jump 150’, Standing Long Jump 75’, Vertical Jump 30’, Feats: Alternate Power 1) [4PP] - Bunny Hops AP: Speed 3 (50 MPH/500’) - Blistering Rabbit Speed Luck Control 2 (Affects Others, Force Reroll; Feats: Enhanced Luck 5) [11PP] - Rabbit's Luck Super-Senses 6 (Accurate Hearing, Danger Sense, Extended Hearing 2 [100’], Radius Hearing) [6PP] - Uncannily Acute Ears of the Rabbit DC Block ATTACK RANGE SAVE EFFECT Unarmed +15 Touch DC 20 Toughness Damage Totals: Abilities (46) + Combat (20) + Saving Throws (13) + Skills (16) + Feats (30) + Powers (25) - Drawbacks (0) = 150/150 Power Points
  14. Player Name: Electra Character Name: Chelone Power Level: 10 (180/180PP) Tradeoffs: Defense -5/Toughness +5 Unspent PP: 0 In Brief: Tortoise totem with timeliness troubles Alternate Identity: Danica Holmes Identity: Secret Birthplace: Albuquerque, NM Occupation: High School Student, Junior Avatar Affiliations: Tortoises, Claremont Academy Family: Stephanie Munson (mother), Arthur Holes (father) DOB: March 15, 1986 Gender: Female Height: 5’0 Weight: 140lbs unshelled, up to 12 tons if she’s feeling truculent Hair: Short, brown Eyes: Black Description: When she is in her most human disguise, Danica looks like a small, slightly stocky white teenage girl with brown hair in a chin-length bob and black eyes just wide enough to make her look perpetually surprised by the world. She likes acid-wash blue jeans and t-shirts for bands that were popular in the nineties and early aughts, and usually wears a huge LL Bean backpack with a camping frame small enough to accommodate her size. In her realest form, Danica’s skin takes on a slightly gray-green tinge too lively to be corpselike and her eyes get even wider, with the white part almost disappearing. She still looks human, but she is very tortoisey indeed. Much of her body is obscured by the large tortoise shell that covers her body from collarbones to thighs, a pale greeny-yellow on the front but with dramatic yellow striations on the black surface of the back. Although it looks quite sturdy and in a dangerous situation can become an impenetrable wall, most of the time the shell is surprisingly flexible to allow her a nearly full range of movement. History: Stephanie Munson loved tortoises more than anybody else. That was a fact. As a child, she became fascinated with the landbound species of order Chelonia, and would angrily correct anybody who tried to say she liked turtles. Turtles were all well and good, but they were not tortoises (at least not in American English!) Growing up in semi-rural Arizona gave her a chance to help the local college students track and monitor tortoise populations even as she absorbed the classes that would let her pursue the biological sciences herself. Through college and grad schools she scrimped, saved and fought to take research trips to the Galapagos islands for their giant tortoises and to India to see beautiful and endangered star tortoises in their natural habitat. She wrote papers, published articles, and worked with the leading lights in the field of tortoise research and conservation until she’d learned everything they knew. When it came time to pursue a romantic partner, she chose a fellow traveler, a handsome man named Arthur Holmes who just happened to be the head reptile keeper at the Albuquerque Zoological park. It was an excellent match amongst like-minded people who loved each other almost as much as they loved their studies. In a world of magic, passion is a powerful thing. Enough passion can shape the world, change lives, even draw the attention of unknowable forces. Since antiquity, humans have acknowledged the power of turtles and tortoises as agents of stability and wisdom, imbued with life force beyond the understanding of mortals. All of that is true in the way that all folklore has a heart of truth that is only strengthened by belief. At the juncture where life and passion and freefloating magic all meet, strange things can happen. Life can be created that is not the same as other lives. An avatar can be created. Not that Stephanie and Arthur knew any of that. All that they knew was that Stephanie’s pregnancy did not go at all as planned, that the fetus was lively but did not thrive, that even after adjusting forward the estimated date of conception several months past when Stephanie first suspected she was pregnant, the size-for-week was all wrong. Stephanie did know that she stopped counting the weeks after a full year had passed since the first pregnancy test and started wondering if this pregnancy would ever end. Normally no doctor worth their salt would let a pregnancy go so long out of fear for the mother, but Stephanie was healthy and the female fetus seemed healthy as well, just growing very, very slowly. They left the choice to her, and Stephanie chose to go on. And on, and on. It wasn’t a great time, but in March of 1986, a full year and a half after that first test, she gave birth to a perfect, healthy, beautiful baby girl just the right size for a newborn half her gestational age. After eighteen months of consulting baby name books, Danica Kameyo Izegbe Mirabella Holmes was probably lucky to not get even more names piled onto her tiny head. The strangeness of this baby did not stop with the delivery. Danica was an amiable baby, eating and sleeping like she should, alert within the limits of her fuzzy vision and hearing, not unduly fussy, but she began missing milestones almost right away. She gained only half a pound in the first month and grew only half an inch. By the time she was four months old, she was only beginning to reach for items above her head or push herself up on her arms, and she was still the size of a two-month old child. Stephanie and Arthur both took a break from their life-long passions to focus all their considerable analytical attention on what might be wrong with their beloved child. After exhausting all the local specialists and everything the Mayo Clinic in Arizona had to offer, they began widening their search. Finally in Southern California they encountered a shaman who said their daughter was special, that she was an avatar. An avatar of what, he could not say, he didn’t have the skill, but it was a clue at least. Cachet in the scientific community didn’t always translate across fields, but by using all their considerable connections they managed to land an interview with Adrian Eldritch, the Master Mage of Earth. They’d have gone to Freedom City if they had to, but instead Eldritch had shown up in their living room and spent almost twenty minutes playing with the year-old Danica, who was just starting to sit up and tolerate rice cereal. Eldritch confirmed that the shaman was right, that Danica was an avatar of an ancient, nameless tortoise spirit that had been looking for a way to manifest on earth. Worship, Eldritch had told them dryly, could take many forms, but it always made spirits stronger. Danica was growing so slowly because she was growing on a timeline much different from humans, not because she was sick or damaged. It wasn’t all bad news, he assured them. She would age very slowly her whole life, and likely live a very, very long time. Think of everything such a child would see! It took awhile for Stephanie and Arthur to sort out all the immediate responses to this, but one question came up very quickly: how would they take care of a child who wouldn’t be grown until they were old? If Danica continued at her current rate of growth, by the time she was ready for college both of them would be long since retired. Eldritch smiled a little and reported that the spirit had granted them a boon as well: as long as their daughter was a child, they would not age as humans did either. Only when she reached maturity would they go back to experiencing their normal lifespans. He couldn’t give them specifics beyond that rather vague wording, but it was something, at least. And at least they knew what was happening now. Eldritch finished by saying that it was entirely likely that Danica would develop some kind of magical abilities at some point, and they should definitely let him or his successor know. So Danica grew up, so very, very slowly as the decades passed around her. Her parents were not interested in spreading the word of her condition around, so they began moving around, first from daycare to daycare, then school district to school district. Danica legally had to be in school, despite the problems that would inevitably arise, so they did the best they could. It was fairly easy in the eighties and nineties to fudge a birthdate here and there, letting Danica enroll with children half her age but the exact same developmental stages. It was also easier in the eighties and nineties to avoid explaining to Danica why she never kept the same friends for more than a year or two, or why the people on the television shows looked different as the years passed. She was a bright and curious child who liked to read and garden, though she wasn’t much for playing outdoors because it took her such a long time to get anywhere. By the time she was fourteen, she started wanting to know why she was different from the other kids, why nobody ever stuck around, why she really didn’t look or act the same as other children her age. Her parents explained the basics of her situation to her in ways that a seven-year-old could understand. It made sense for her to make friends with much younger children because her years were twice as long as other children’s. The 2000s brought an era of electronic recordkeeping with it that made a lot of their previous strategies untenable. Danica turned eighteen in 2004, automatically aging her out of the public school system, so it didn’t make much sense to move around anymore. Stephanie and Arthur settled in and opened a tortoise and terrapin sanctuary in New Mexico and began a freewheeling sort of unschooling that worked well for a child who learned things just fine but took so much longer to mature. She made friends among the local kids, and for awhile it was almost like being normal, with best friends and sleepovers and talk about favorite cartoon shows and books. Inevitably, however, Danica’s friends grew up. By the time she was ten (more or less), her friends were twelve, and when she was emotionally eleven, they were fourteen and teenagers, heading into high school and no longer very interested in the things she liked. This was rather painful, but she did her best to make new friends, often with the younger siblings of her old friends. It wasn’t particularly successful, since now she was known in the neighborhood as the weird girl who liked baby stuff and wasn’t getting taller or starting her period or anything. When Danica was twenty-six, she was a little dismayed to find herself moving slower than ever. She could walk just fine, it was simply that she couldn’t walk fast. Even if she ran, she ran slowly, pedaled a bike slowly, rode a scooter slowly. It only became more apparent as her body got older and she still couldn’t keep up with other kids her apparent age. In retaliation for this (against who is unclear, perhaps just the world) she went through a brief tree-climbing phase where instead of moving forward, she just moved up instead. New Mexico isn’t known for its tall trees, but the neighborhood she lived in had a few good ones and she was able to get a good thirty feet up the one in her backyard, shinnying with knees and elbows, before she fell the whole way down right in front of her startled parents. The impact was jarring, but when she stood up she was completely unhurt and had a beautiful black and yellow shell covering torso and abdomen. The shell could be summoned and dismissed at will, usually appeared on its own if she felt threatened, and was big enough that she could tuck her limbs and head in for maximum protection. Unlike an actual tortoise’s shell, it appeared over her clothing and she could climb in and out of it if she really wanted to. Her parents were fascinated but baffled, and realized quickly that they were beyond their field of expertise. Another call to Adrian Eldritch put Stephanie and Arthur in touch with the Nicholson School, an elementary and middle-school program for children with exceptional abilities. It was all the way across the country in Freedom City, far from their homes and their work, but it sounded like exactly the thing Danica needed. They’d just spend a few years doing other things, that was all. The Holmes family packed up and moved into a little townhouse near the school and Danica began attending. Super school was a lot easier and more fun for Danica, who finally got to just tell other people about her aging issue instead of figuring out more and more creative lies, and it let her be around other kids who were at least as different as she was. They let her stay at Nicholson a little longer than usual, after all what’s a year or two among nigh-immortal friends, but eventually she turned thirty and had to start at Claremont. Her two freshman years there were difficult, as a growth spurt caused more of her magic to manifest in weird and body-changing ways, causing her to miss a fair bit of class and not get to spend much time around other students. She’s feeling much better now, though. Personality and Motivation: Danica is inquisitive, bright, friendly, and sheltered in ways that have nothing to do with her massive shell. She has lived more than three decades now but her emotional immaturity has meant the years do not sit heavy on her yet and she’s still very much a young teenager. She knows she was born for important things but has little idea what a tortoise avatar is supposed to do in the world, so for the moment she’s mostly trying to do good and make friends. Most of the friends she has made in her life so far have long since outgrown her, but she is always hopeful that this time things are going to be different. Powers and Tactics: Fighting is dangerous and everybody should always be encouraged to talk out their differences if at all possible! Chelone is a peacemaker, always ready to try and defuse a situation with diplomacy or mediation. If that fails, she will do her best to protect any vulnerable noncombatants, herself and her friends. If that fails, she has been known to bite pretty hard. Complications: Hero on the Half-Shell: Chelone can blend in with a crowd (and fit in crowded elevators, sit in chairs with backs, use a bathroom stall, etc) or she can be her heroic self, but she cannot do both. She can grow her shell even larger than normal to allow other people to come in if she likes, but she cannot use it effectively for defense if it is smaller than about the size of a 30-gallon tote or a small wading pool. This makes close-quarters fighting complicated. Little Turtle Girl: Danica ages at half the speed of normal humans, always has and always will, thanks to the tortoise essence inside her. Tortoises are also comparatively very slow to reach maturity, and some species do not lay eggs until they are fifty years old. Danica doesn’t know exactly when she’ll reach an age to be interested in that sort of thing, but it hasn’t happened yet. This makes it hard to relate to her more hormonal friends sometimes. Baby It’s Cold Outside: Danica is not quite cold-blooded, but she’s extremely sensitive to temperatures. Hot weather is great, she loves hot weather and barely sweats, but cold is no fun. Bundling up and keeping hot packs in her shell helps, but her preferred indoor temperature is upward of 80 degrees, if she can get it. PL: 10 (180) Abilities: 0 + -2 + 10 + 4 + 8 + 10 = 30 pp STR 10 (+0) DEX 8 (-1) CON 20 (+5) INT 14 (+2) WIS 18 (+4) CHA 20 (+5) Combat: 8 + 10 = 18 pp Init: -1 ATK: +4 (+10 Tortoise Power) DEF: +5 (+5 Base, +3 Flat-Footed) Grapple: +4 Knockback: -12/-5/-0 Saves: 5 + 1 + 6 = 12 pp TOU +15 (+5 Con, +10 Protection, [10 Imp]) FORT +10 (+5 Con, +5) REF +0 (-1 Dex, +1) WILL +15/+10 (+4 Wis, +6) Skills 64R = 16PP Concentration 9 (+13) Diplomacy 15 (+20) Knowledge (Life Sciences) 8 (+10) Knowledge (Theology and Philosophy) 8 (+10) Medicine 6 (+10) Notice 6 (+10) Sense Motive 6 (+10) Survival 6 (+10) Feats: 14 pp Attack Specialization: Tortoise Power 3 Beginner's Luck Benefit (Status [Turtle God's Champion]) Challenge (Combat Diplomacy) Distract (Diplomacy) Eidetic Memory Jack of all Trades Luck Ultimate Check 4 (Diplomacy, Fortitude, Toughness, Will) Powers: 9 + 20 + 5 + 3 + 5 + 25 + 23 + 2 = 92PP Dimensional Pocket 1 (shell realm, Extra: Affects Self [+1], PF: Progression 6 [10K lbs]) [9PP] Emotion Control 5 (patience of the ages, Extra: Action 3 [Reaction], Area [Burst], Flaw: Limited [Calm], [Range 2 [Touch], PFs: Inspire 5, Subtle 1 [psionic]) [20PP] Enhanced Will Save 5 (to +15) [5PP] Immunity 3 (aura of the tortoise, aging, environmental heat, starvation and thirst, Extra: Affects Others, Flaw: Limited [Half-Effect]) [3PP] Impervious Toughness 5 (shell) [5PP] Protection 10 (testudo, Extras: Impervious 5, Reflective 1 [melee], turtle power) [25PP] Tortoise Power Array 10 (20PP, PFs: Alternate Powers 3) [23PP] BE: Impervious Toughness 0 (Extras: Duration [Continuous], Reflective 1 [all ranged]) {20/20} AP: Damage 10 (spectral turtle bite!, Extra: Penetrating 2 [as DMG 12], PFs: Affects Insubstantial 2, Improved Crit [18-20], Indirect 2, Variable Descriptor 2 [any energy]) {20/20} AP: Impervious Toughness 10 (Extras: Affects Only Others, Duration [Continuous]) {20/20} AP: Create Object 10 (testudo 2.0, Extra: Movable, Flaw: Range [Touch) (testudo 2.0) {20/20} Super-Senses 2 (tortoise senses, Acute Scent, Low-Light Vision) [2PP] Drawback: 2PP Disability (2/3rds base movement speed; 20 ft per move action) [2PP] costs abilities 30 + combat 18 + saves 12 + skills 16 + feats 14 + powers 92 - 2 = 180 pts
  15. Ms Thursday Power Level: 10 (150/154PP) Trade-Offs: -2 Attack/ +2 Damage (Strike) Unspent Power Points: 4 In Brief: The bastard daughter of another Earth's Thor and a warrior of Asgard. Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Amateur Musician Affiliations: The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Anders Torsten (Brother), Magni, Móði, Þrúðr (Half-Siblings). Numerous other Aesir gods and goddess Description: Age: 16 (DoB: January 19th, 2002) Gender: Female. Ethnicity: Norwegian/Asgardian. Height: 5 ft. 10 in. (180 cm) Weight: 140 lbs. (113 kg) Eyes: Blue Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce blue eyes as the God of Thunder. From her mother she inherited a rural comeliness and a row of light freckles that decorate her cheeks and nose. Having had a rough and tumble childhood growing up in her hometown of Risør, Astrid has always been been in decent shape and ready for a fight, but after training in the practice yards of Valhalla she's become athletic. Similarly, while she's always been tall, learning about her heritage has seemingly caused her to go through another growth spurt that allows her to tower over most girls her age. While itching to be a hero, Astrid doesn't really possess a superhero costume and much prefers her own wardrobe of causal wear than classic form-fitting spandex when fighting the forces of evil. That said, she does make a habit of ensuring that whatever she wears while crime-fighting or monster-slaying at least has the symbol of a thunderbolt or hammer somewhere on it. Her favorite "battledress" and the closest thing she has to a superhero costume is a rune-inscribed black-leather jacket with a large thunderbolt symbol on the front. While Astrid has a distinct southern Norwegian accent its been influenced by her travels across Europe, and recently the States. It's not uncommon for her to pepper her words with not only her home country's slang but that of other countries she's visited as well. While Astrid has a brash and straightforward way of talking that can be quite intimidating when she's in a berserker rage, she's usually laid-back and friendly, and can be even be downright motherly when she's around her younger brother. When she's acting as an agent of Asgard she plays up the Viking warrior princess attitude, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget about. While her childhood wasn't perfect it was a mostly happy one. Her parents loved her and while her father would disappear for months at a time he'd always come back eventually. Until he didn't. When that happened everything changed. Her mother fall into a depression and once she started using alcohol to self medicate things only got worse. When her mother wasn't blaming her for her father leaving she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her mother. At first she'd try to find her father when she did, but as she got older the futility of doing so and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out rockers that she would see performing in bars whenever she runaway to a large town. The cycle of running away and crashing with friends, only to come back for one reason or another, finally came to an end when her mother died in a car accident during a thunderstorm while looking for her. Filled with grief and guilt over not resolving her differences with her mother and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far. Fortunately for her, a Valkyrie came to her rescue and whisked away to Asgard. The Valkyrie was sent by none other than Thor, the God of Thunder and her long lost father. He explained that he was a Thor from a another Midgard that had to come her's to circumvent a Pact that prevented the gods from his world from interfering with humanity. By doing so he could return to his favorite hobby of quietly slaying monsters that secretly threatened the world, even it if wasn't his own. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her, only to have to leave back to his world or risk the ire of Odin himself. When Astrid's mother dead the Odinson thought it necessary to finally intervene in her life again. While his explanations didn't do much to calm her, Astrid did accept his offer to let her and her brother live in Asgard to hone their developing powers. After going though some Asgardian training Astrid returned to her Midgard so that she could finish her education while her brother opted to stay in Asgard and be with the father he hardly knew. Given that Astrid was a bonafide demigoddess the only the place that could possibly finish her training was a school in the USA. Personality & Motivation Rebellious, bold, impulsive, stubborn, brash, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off by something. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death, the revelations about her father's true nature, and becoming her brother's guardian has prompted a positive change in her though. While still prone to brashness, Astrid has learned to rein in a lot of her worse impulses, becoming more responsible and reflective about her faults. Furthermore her new responsibilities have given her a sense of direction and purpose that was non-existent beforehand. Her primary motivation is providing for her little brother, Anders, which in out itself is motivated by her desire to alleviate her guilt of not being around when he needed her when their mother was still alive. Everything else, including being an agent of Asgard, going to Claremont Academy and her pursuit of a music career is secondary to that. Astrid has a thing for 80s American culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her "cool girl" mystique Astrid has a wide-eyed love of history and folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go splat. That's Astrid primary tactic, and it usually works, but when she's separated from her bat she typically relies on her fists to pummel or grapple whatever gets in her way. Although she went through some training while in Asgard, and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid fighting style mostly takes after her experience with street and bar fights. As such, headbutts, groin attacks and eye-poking are perfectly acceptable tactics in her mind. Power Descriptions As the half-human daughter of almighty Thor, Astrid naturally possess many of the superhuman physical traits that characterize the Aesir. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a jötunn over her head without strain, leaping vast distances in a single bound and pulverizing foes with just her fists. The daughter of Thor is likewise quite durable being able to resist attacks that would outright kill a normal human and do some without being no worse for wear. Furthermore, Astrid shares the Aesir's natural immunities to extreme heat, cold and even disease, having never been sick a day in her life. Along with her natural gifts Astrid also wields Þórrklubba, a warclub forged in Niðavellir by the legendary dwarven weaponsmiths Eitri and Brokkr as a gift from her father. Þórrklubba is a magical weapon and with it Astrid can call upon the primordial forces of the firmament, striking foes with bolts of lightning, summoning icy rainstorms, and even allowing herself to fly. Þórrklubba also acts as Astrid's key to the Bifröst, granting her passage to the Nine Realms, along with the ability to teleport short distances in a flash of multi-colored light. While a devastating weapon Þórrklubba looks from a distance as just a large baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by golden Nordic runes that infrequently crackles with magical static energies. Complications: Responsibilities: As a child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir whenever they need something done on Midgard. Big Sister: While Astrid's little brother Anders is as much a demigod as her is and safe in Thor's hall in Asgard, Astrid considers herself his true guardian and will go into a panicked rage if she learns something has happened to him while she was away on Midgard. Nazis!: Besides the obvious reasons, Astrid really, really hates Nazis due to them exploiting the power of her Earth's Aesir during WW2. She's also quite peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene and will go into a berserker rage whenever she confronts villains that share their twisted ideology. Culture Clash: While something of an americaphile, Astrid isn't aware of many of the culture's social taboos and honestly wouldn't really care about breaking them even if she did. Daddy Issues: Has an extremely complicated relationship with her father. His excuses for why he left his mortal family have never satisfied her and she partially blames him for her mother's death. Violence Is The Best Answer: She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to most problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. Abilities: 16 + 4 + 20 + 2 + 0 + 4 = 46PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 20PP Initiative: +2 Attack: +8 Melee (+5 Base, +3 Attack Focus), +5 Ranged Grapple: +16/+21 (+8 Melee Atk, +8 STR, +5 Super-Strength) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -8 Saving Throws: 12 = 12PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +7 (+2 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 with Attractive) Diplomacy 4 (+6, +10 with Attractive) Intimidate 8 (+10) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (English, German, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Feats: 16PP All-Out Attack Attack Focus 3 (Melee) Attractive Benefit (Status: Daughter of Thor) Dodge Focus 5 Interpose Lion Heart Luck Power Attack Takedown Attack Powers: 18 + 24 = 42PP Device 4 ("Þórrklubba") (20PP Device; Hard to Lose, Only Usable by Thursday) [18PP] (Divine) Base Power:·Strike 4 (15PP Array; Alternate Powers 5, Feats: Mighty, Thrown 2 [100 Ft./Incr 20 Ft.], Improved Critical 2 [18-20], Affects Insubstantial 2 [Full Power], Extra: Penetrating 4) [15/15] Alternative Power: Blast 6 "Leiptr!" (Range: 60 Ft, Feats: Accurate, Indirect 2 [Any Point, Directed Away]) {15/15} Alternative Power: Flight 5 "Flaugun!" (Speed: 250 MPH) {10/15} Alternative Power: Super Movement 2 "Kveðja til sín Bifröst!" (Dimensional: The Nine Realms) {4/15} Alternative Power: Teleport 4 "Fara!" (400 Ft. [Move Action], 1 Mile. [Full Action], Feats: Easy, Mass Progression 2 [Carry 500 lbs.], Extra: Accurate 4) {15/15} Alternative Power: Weather Control 3 "Torevêr!" (Cold [Extreme], Hamper Move [25%], Range: 30 Ft., Radius 25 Ft.) {12/15} Container 4.8 ("Asgardian Physiology") [24PP] (Divine) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Extra: Unstoppable) [2PP] Immunity 4 (Cold, Heat, Disease, Own Powers) [4PP] Impervious Toughness 5 [5PP] Leaping 1 (Jumping Distance: x2, Running Jump: 38 Ft., Standing Jump: 19 Ft., High Jump: 9 Ft.) [1PP] Super-Strength 5 (+25 STR carry capacity, Heavy Load: 14.7 tons; Feats: Super-Breath [+8, Cone: 80 Ft. DC18], Thunderclap [Area: 40 Ft. DC18]) [12PP] DC Block ATTACK RANGE DC EFFECT Unarmed +8 Touch DC23 Toughness Damage (Physical) Strike +8 Touch DC27 Toughness Damage (Physical) Blast +7 Ranged (60 Ft) DC21 Toughness Damage (Lightning) Totals: Abilities (46) + Combat (20) + Saving Throws (12) + Skills (14) + Feats (16) + Powers (42) = 150/154 Power Points
  16. Forever Boy Power Level: 10 (156/160PP) Unspent Power Points: 4 Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, (Tracker Blast) +2 Attack / -2 DC, (Stun Burst, Fireworks) +4 Attack / - 4 DC, +5 Defense / -5 Toughness In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Let's go straight on 'til morning!" Theme: Storytime by Nightwish Alternate Identity: Pan Barrie (Secret). Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy. Family: None known. Description: Age: Unknown. Claims to be 16. (DoB: 2002, if 16) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask. History: In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan Barrie was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery. Offered the choice of joining the Claremont Academy, Pan eventually accepted. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Personality & Motivation: Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. Powers & Tactics: Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way. While he will taunt and provoke his enemies, he prefers to fight at range. Power Descriptions: Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of Pixie Dust, gifted to him by the Pixies of Neverworld. Any powers with the Pixie Dust descriptor, save for those explicitely told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are, opposite to what would be believed from popular culture, explicitely not magical, and appear to be based on manipulating sort of intense light instead. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies of Neverworld, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly. Pan is currently able to use his Pixie Dust in a number of ways: - "The Forever Boy": Pan doesn't appear to age, which seems to be an unique reaction to the Pixie Dust. - "Fairy Flight": Pan is able to fly, leaving behind a trail of golden glitter as he does so. - "Endless Forms Most Beautiful": Pan spreads the Pixie Dust, creating illusions capable of fooling all the senses. He is able to shape the sounds, sights, smell, taste and feel of his illusions. One of the few Pixie Dust powers that do not leave behind golden glitter. - "Hide & Seek": Using his illusionary powers, Pan creates an all concealing fog in the area around him. - "The Forever Blade": Pan creates a sword of Pixie Dust in his hand, glowing with the light of the dust. - "Pixie Blast": A Pixie shaped blast of light that homes in on Pan's enemies. - "Fireworks": A flash of light and sound, to leave his enemies dazzled. - "Binding Bands": Pan spreads Pixie Dust that solidifies into glowing bands that hold his target. - "Stun Burst": A flash of light, leaving Pixie Dust that stuns his foe. Pan's alien heritage as a Neverworlder leaves him tougher than a regular human, along with greatly enhanced hearing and a sixth, mental danger sense that warns him of danger moments before it happens. His mind is sharp, even for a Neverworlder, letting him complete mental tasks at incredible speeds, and he is able to understand any written or spoken language. While flying, Pan leaves behind a shimmering golden trail, almost like glowing dust. He is able to create a thick golden fog that can obscure the vision of any he wants. He can manipulate the same golden light into a number of offensive abilities that he calls his Tricks. The Stun Burst is a quick burst of light that can leave his target paralyzed. The Tracker Blast is a golden ball of light that follows Pan’s foes. The Mind Wave mentally confuses enemies around him, leaving no trace but the confusion. Fireworks are, as the name implies, a noisy explosion of light that can leave a target deaf and blind. Finally, the Binding Bands creates a set of glowing kinetic around their target, ensnaring them. Complications: Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form. Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet. If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee. All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld. I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. Abilities: 4 + 10 + 4 + 4 + 2 + 10 = 34PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 10 + 10 = 20 PP Initiative: +9 (+5 Dexterity, +4 Improved Initiative) Attack: +5 Melee, +10 Ranged (+5 Base, +5 Attack Focus [Ranged]), +12 Tracker Blast (+5 Base, +5 Attack Focus [Ranged], +2 Accurate), +14 Stun Burst, Fireworks (+5 Base, +5 Attack Focus [Ranged], +4 Accurate) Defense: +15 (+5 Base, +10 Dodge Focus), +5 Flat-Footed (+5 Base) Grapple: +7 (+5 Base, + 2 Str) Knockback: -1 (Toughness +3/2) Saving Throws: 5 + 5 + 6 = 18PP Toughness: +5 (+2 Con, +1 Protection, +2 Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 24R = 6PP Acrobatics 2 (+7) Bluff 9 (+14) Notice 6 (+7) Sense Motive 3 (+4) Sleight of Hand 2 (+7) Stealth 2 (+7) Feats: 29PP Attack Focus [Ranged] 5 Defensive Roll 1 Distract Dodge Focus 10 Evasion 2 Fearless Improved Initiative 1 Jack-of-All-Trades Move-by Action Quick Change 1 Redirect Taunt Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)] Powers: 6 + 8 + 8 + 1 + 1 + 2 + 24 + 3 = 53 Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages) [6PP] (Alien, Genetic) Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Pixie Dust) Illusion Array 3.5 (7 PP Array; Feats: Alternate Power 1) [8 PP] (Pixie Dust, Trained) BP: Illusion 1 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Alternate Power 1, Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) [8PP] AP: Obscure 3 ("Hide & Seek"; Feats: Selective) (Duration: Sustained, Radius: 25 ft.) {7/7] Immunity 1 ("The Forever Boy"; Immunity: Aging) [1PP] (Alien, Pixie Dust) Protection 1 ("Tough") [1PP] (Alien, Genetic) Quickness 4 ("Cleverness of Me"; Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Alien, Genetic) Tricks Array 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Pixie Dust, Trained. Additional descriptors on each power) BP: Damage 13 ("The Forever Blade"; Feats: Mighty, Precise; Extras: Penetrating 5) {20/20} (Kinetic, Light, Slashing) AP: Blast 8 ("Pixie Blast"; Extras: Homing; Feats: Accurate 1) {20/20} (Kinetic, Light) AP: Dazzle 6 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {20/20} (Light, Sound) AP: Snare 10 ("Binding Bands") {20/20} (Kinetic, Light) AP: Stun 6 ("Stun Burst"; Extras: Ranged; Feats: Accurate 2) {20/20} (Light) Super-Senses 3 ("Never Senses"; Accurate Hearing, Danger Sense) [3PP] (Alien, Genetic) Drawbacks: -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +5 Binding Bands 100 ft. DC20 Fort (staged) Entangled/Bound +10 Fireworks 60 ft. DC16 Ref (Staged) Auditory/Visual Senses Useless +14 Pixie Blast 80 ft. DC23 Tou (staged) Damage +12, Homing (1 attempt) Stun Burst 60 ft. DC16 Fort (staged) Dazed/Stun/Unconscious +14 The Forever Blade Touch DC30 Tou (staged) Damage +5 Endless Forms Most Beautiful Perception DC11 Will (staged) Tricked if disbelieving illusion N/A Totals: Abilities (34) + Combat (20) + Saving Throws (16) + Skills (6) + Feats (29) + Powers (53) - Drawbacks (2) = 156/160 Power Points
  17. Player Name: Thunder King Character Name: Specimen Power Level: 10 (150/150) Trade-Offs: -5 Atk/+5 Dam, -5 Def/+5 Tou Unspent Power Points: 0 In Brief: Cobbled together teenage superhero Alternate Identity: Adam Lanchester Identity: Secret Birthplace: In a lab somewhere Occupation: Student Affiliations: None Family: Father Colin, Valerie Description: Age: 16 (DOB unknown, registered birthday is April 3rd, 2002) Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 330 lbs Eyes: Yellow (brown with contacts) Hair: None/Black (When wearing wigs) At a glance, Adam looks like an exceptionally tall and muscular teenager. However, on closer examination the initial impression dissolves. His skin is uneven and textured differently on different parts of his body, his eyes are an unnatural color and light up like a cat's in the dark, and his skin tone has a slightly grayish tinge. From the neck up, he looks normal enough, but from the neck down is a network of surgical scars. When in public, Adam has several cosmetics to discourage stares and his own discomfort. A wig and prosthetic eyebrows to hide that he has no hair anywhere and contact lenses to hide his striking eyes. In costume, however, he foregoes his cosmetics. His costume consists of a gray and dark green sleeveless top with a pair of gray and dark green patterned pants and combat boots. He has a gray jacket that he occasionally wears over his costume because he prefers to have pockets. Power Descriptions: Specimen posseses superhuman strength and durability as well as some degree of superhuman speed. History: In 2008, a raid was performed by AEGIS on a remote laboratory operated by a reclusive scientist by the name of Augustus Clarke. They found Dr. Clarke dead and his lab in shambles, but also a small child in suspended animation. Dr. Clarke's files indicated that the child was intended to serve as a replacement body using the stolen genetics of dozens of superhumans. The body had severe deformities that would have prevented it from functioning on a basic level, so Dr. Clarke created cloned tissues and surgically added or replaced the missing or deformed tissues. It was believed that Dr. Clarke intended to contact a powerful psychic metahuman to implant his mind into the body once it was matured, and that he was researching artificial aging methods to accelerate the replacement's growth. When they unthawed the body, they came to the alarming realization. He was alive. Despite all evidence in the notes to the contrary. A husband and wife team were brought on to study the child. Colin and Valerie Lanchester. Colin was a child psychologist and Valerie was an expert on metahuman biology. The two of them resolved to not just study the child, but raise him, naming him Adam. Adam was raised for the first few years in laboratory conditions. His superhuman strength was discovered quite quickly and studied extensively. They discovered that he didn't suffer from many of the same problems as other feral children, and developed at an accelerated rate until he was comparable to other children his age. He received a fairly typical education, and, like many kids, fell in love with the idea of superheroes, and their history. He decided at an early age that he would become one. The decision to put him in Claremont was not an easy one, and Adam was introduced to other children slowly. He was thoroughly examined, his body and mind, and determined to be perfectly safe to introduce to the frequently chaotic and strange realm of other teenagers. Personality & Motivation: Adam is generally quiet, withdrawn and philosophical. He has a driving question as to the purpose of his life. He knows why he was made, he doesn't understand why he exists. He's determined that if he can't find an answer to that question, he'll make one. However, he's used to having to hold back, keep his strength under wraps. He's motivated to see the world and experience it, and to use his powers for good. Powers & Tactics: Specimen is strong and incredibly durable, more afraid of hurting others than being hurt himself. He wades into fights and trusts his durability to keep him on his feet. Complications: Power Loss; Electricity: Effects with the electricity descriptor could potentially disrupt his super-strength and/or enhanced strength. Don't Get Close: Some people might react negatively to seeing Adam due to his unusual appearance. World of Glass: Adam has a tendency to hold back in fights, and may do so to his detriment, and this may be a problem against foes that are tougher than they look. Naive: Adam is smart, well-educated and insightful, but he still doesn't know that much about the world. Abilities: 8 + 0 + 10 + 6 + 4 + 0 = 28PP Strength: 18/40 (+4/+15) Dexterity: 10 (+0) Constitution: 20/30 (+5/+10) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +4 Attack: +5 Melee, +3 Ranged Grapple: +9/+28 Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -12 Saving Throws: 0 + 6 + 6 = 12PP Toughness: +15 (+10 Con, +5 protection) Fort: +10 (+10 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 32R = 8PP Knowledge (life sciences) 6 (+9) Knowledge (technology) 6 (+9) Knowledge (Theology and Philosophy) 6 (+9) Notice 8 (+10) Search 6 (+9) Feats: 16PP Accurate Attack All-Out Attack Attack Focus (melee) 2 Dodge Focus 2 Fast Overrun Fearless Improved Grab Improved Grapple Improved Initiative Improved Overrun Improved Pin Luck 2 Power Attack Powers: 22 + 10 +10 + 9 + 5 + 18 = 74 Enhanced Strength 22 (22PP) Enhanced Constitution 10 (10PP) Impervious Toughness 10 (10PP) Movement Array 4 (8pp Array; Feats: Alternate Power 1) (9PP) Leaping 7 (250x jump, running long jump 6,250ft) [7/8PP] Speed 4 (Feats: Linked [Super-Movement]) + Super-Movement 2 (Wall-Crawling 2) [4+4= 8/8] Protection 5 (5PP) Super-Strength 8 (Effective Str 80, heavy load 800 tons(18PP) PFs: Groundstrike, Shockwave DC Block Unarmed Touch DC30(Tou) Damage (physical) Groundstrike 80ft DC18 (Reflex) Trip (physical) Shockwave 80ft DC18 (reflex/Tou) Damage (physical) Totals: Abilities (28) + Combat (12) + Saving Throws (12) + Skills (8) + Feats (16) + Powers (74) - Drawbacks (0) = 150/150
  18. Character Name: Lady Liberty Power Level: 10/12 (180/188PP) Trade-Offs: +3 Attack / -3 Damage, Unspent Power Points: 8 In Brief: Legacy to the mantle of Lady Liberty tries to live up to the burden she carries with her name. Song: Cilver – I’m America Residence: Claremont University, Freedom City / Phoenix, Arizona Base of Operations: Claremont University, Freedom City / Phoenix, Arizona Catchphrase: - Alternate Identity: Monica Gutiérrez Identity: Public Birthplace: San Salvador, El Salvador Occupation: Student Affiliations: Claremont Academy Family: Idania (36, Mother), Nora (8, Sister) Personality: Monica is a quiet person. Years and years of being ignored or ridiculed have left their mark on her, she’d much rather sit in her room than interact with people. She’s used to people trying to set up a joke at her expense and mistrustful of most people that approach her because of exactly that reason. Unsurprisingly, she struggles with her self-confidence, something that has lead to her taking regular counselling at Claremont, where for the first time in her life she can actually afford to do so. Her recent rise to media recognition has not helped this at all. After the first interviews, many more requests followed and people started to recognize her on the street. This, together with the burden of having to live up to the name of Lady Liberty has only led to her feeling more insecure. Why did the spirit of liberty choose her, of all people? Monica’s love for the US was not the same as that of her predecessors. She loved her country, but it didn’t love her back, something she’d been made very painfully aware of her entire life. Nevertheless, there are subjects she is passionate about, and certain circumstances will lead to her breaking out of her shell. She is invested in politics, often spending way too much time debating various issues online. Her big passion however, is medicine. For a long time she’s known that she wanted to become a doctor, and she has already accumulated a fair amount of knowledge in preparation for her time after high school. History: Monica came to America when she was 3, crossing the border together with her mother. Her father had been killed by one of the gangs and it was obvious that she and her mother also were in danger. So, her mother grabbed what little money she had and made her way north, towards the USA, towards the land of freedom and the American dream. Monica’s mother does not talk about the journey, and Monica can only assume it was not easy for a woman in her early 20s to travel all the way to the American border and beyond. Monica’s first memories are from Phoenix, where her mother still lives to this day. She grew up with little luxury, two meals a day was something worth celebrating, as her mother continued to work most of the day to make ends meet. Monica’s childhood was rather unspectacular. She was aware of her status as an “illegal” immigrant from early on, with all that it meant, even surrounded by people that, in many ways, were like her. She didn’t understand it, she was just as American than any of her fellow class-mates, yet somehow she wasn’t? Then, there was everything related to herself. Without many people to socialize with due to her not fitting into preconceived notions, she found herself on the internet most of her free time. There, she came across a short article on what it meant to be trans, something she identified with immediately. It changed her life, as she learned that her uncertainties were not unique, that there were people that felt the same way. It changed her life, but it didn’t necessarily make it easier. There were hurdles to overcome, any sort of treatment was far out of grasp monetarily. There was her mother, who’d always been a fairly devout catholic. Monica had heard the horror stories and remained quiet about what she’d learned. And even if she knew it was right, she still had to figure out how it fit into her own system of belief. It didn’t take long for her mother to realize, who, contrary to Monica’s fears, took it (rather) well. As she learned then, her uncle, who’d also died back in El Salvador, had had similar feelings, which he’d only ever told his sister, out of fear of exactly the situation Monica was afraid of. Yet, there still was the school situation. Monica withdrew further than even before, now barely spending time with anybody, her attendance record always skirting the minimum requirement. She still wanted to move forward, she still had aspirations, but she’d rather learn at home than sit in school. She’d learn more studying at home, she told herself. Her life changed again on March 2nd of 2018. At first it seemed like a normal day, Monica was walking to school, happy that Spring Break was almost in reach. As she was walking, she spotted a van, veering out of control, right towards a younger student, also on his way to school. She acted without thinking, running onto the street and knocking him out of the way. The next thing she knew, there was pain and she fought to keep her grip on consciousness. But right then, as she could already feel her life fading from her body, something happened. She regained control of her body and the pain was gone, even if she still crashed into a nearby lamppost. It didn’t hurt her, and as she opened her eyes, she realized that she was surrounded by a comforting glow. She’d never seen any superpowers in person before, but she immediately knew what it meant. Jessica Howe, a young journalist for a local TV station, happened to be walking down the street at the same time. She’d managed to capture everything on camera, from Monica’s action to her sudden recovery. Jessica knew what it meant. She’d long been a fan of the Freedom League’s Lady Liberty, who had, much to the pain of many fans, retired not long ago. As it turned out, the Spirit of Liberty had found its next host, and Jessica had been there to witness it. Before Monica had even fully registered what was going on, before the Paramedics had even arrived on the scene, she was already being interviewed, on live television. The story of the young woman who now was the nation’s newest Lady Liberty spread through the internet like wildfire. It wasn’t necessarily a good thing, within hours the fact the newest Lady Liberty was an undocumented immigrant transwoman was spread around various websites, the harassment began only shortly later. It wasn’t just internet trolls, but also members of conservative media outlets. Monica didn’t know how to react, she’d been thrown into the national spotlight without any preparation. She completely cut herself off from all media and didn’t leave the house, unable to cope with what had suddenly happened. It was only when Beth Walton-Wright, the previous Lady Liberty, showed up at her door a week later that this changed. Beth supported Monica and would help her come to terms with what her new position meant. She also suggested that the young woman would attend Claremont Academy in Freedom City, where she’d receive all the training she could ask for. It was not an easy decision for Monica to make. On one hand, it would be the training she needed, both as the new superhero and as an aspiring doctor. Graduating Claremont would open her much more doors than graduating some inner-city public school. On the other hand, it meant moving across most of the country, away from her mother and sister. Away from her (few) friends, and away from everything she knew, having only left the city a few times during her life so far. In the end it was her mother that decided. She knew that her daughter was better off in Claremont, and while Monica was pondering the decision in her room, her mother signed the necessary documents. Monica would attend Claremont starting summer 2018, in what she’d been told would be “quite the class”. Description: Age: 16 (April 3rd, 2002) Apparent Age: 16 Gender: Female Ethnicity: Hispanic Height: 6’1” / 6’4” when Lady Liberty Weight: 183 lbs. / 190 lbs. when Lady Liberty Eyes: Green Hair: Black Complications: Restraints I – Much like her predecessors, Monica loses her powers when restrained. When she is bound, she cannot draw upon the Spirit of Liberty properly. Other than the previous Lady Liberty, this does not have to mean she cannot access her powers at all, even if she herself is not yet aware of this. While being restrained means that she cannot access the full brunt of her powers, she may still be able to use very weak versions of them. As this is something that she carries with her name, this weakness is very well known, thus people are likely to exploit it. Restraints II – The Spirit of Liberty, historically, has always been weakened by restraints, with the most recent Lady Liberty losing all her power whenever she was tied up in some way. Much like the exact powers of the Spirit, this too has changed with Monica. While physical restraints still limit her, it is not a complete loss. However, in return restraint has taken a more abstract meaning with her. Her powers weaken as her resolve does, the more she doubts herself the weaker they get, up to disappearing completely until she has regained her resolve. Legacy of Liberty – Monica carries a massive burden on her. She has to live up to all previous women empowered by the Spirit of Liberty. They fought in the World Wars, in the Terminus Invasion and during many other occasions. While Monica has the approval of Beth Walton-Wright, the previous, and according to many, greatest Lady Liberty, she still doubts whether or not it is really her power to yield, and she has no idea how she’ll ever live up to what her name demands of her. The large fanbase the name carries with it does not help with this, as many of them have been rather unpleasant about Monica’s newfound powers. Publicity – Monica’s identity is incredibly public, she got interviewed under her real name on TV only moments after getting her power. Monica never got to experience what it meant to have a secret identity, something she regrets very much. With this come the usual problems that are associated with a public identity, something she is very aware (and scared) of. Of course, the fact she is an undocumented immigrant doesn’t exactly improve the situation at all, and she is anxious about what may happen related to that situation now that her – and her family – ‘s status is known around the entire country. The Student Life – First and foremost, Monica is a student, with all that includes. She has an attendance to keep, homework to do and things to study. She also has regular counselling sessions at Claremont, meaning that all in all, she does not get a lot of free time. As she didn’t spend much time at school before coming to Claremont, and said school’s curriculum was not exactly great, she struggles somewhat with keeping up acceptable grades, eating further into her time and confidence. Abilities: 4 + 4 + 6 + 6 + 8 + 10 = 38PP Strength: 24/14 (+7/2) Dexterity: 14 (+2) Constitution: 22/16 (+6/3) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 16 = 36PP Initiative: +6 Attack: +13 Melee, +10 Ranged Grapple: +20/15 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -5/1 Saving Throws: 0 + 4 + 7 = 11PP Toughness: +10/3 (6/3 Con, +4) Fortitude: +6/3 (+6/3 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +11 (+4 Wis, +7) Skills: 52R = 13PP Bluff 5 +10 Concentration 4 +8 Diplomacy 6 +11 Disguise 4 +9 Intimidate 4 +9 Knowledge (Life Sciences) 5 +7 Language 1 (Spanish [Native], English) Medicine 6 +10 Notice 5 +9 Sense Motive 6 +11 Swim 6 +13/8 Feats: 10PP Attack Focus (Melee) 3 Dodge Focus 2 Improved Grab Improved Initiative Improved Disarm Interpose Move-By Action Powers: 39 + 33 = 72PP The Strength of Freedom (39 PP Container) Enhanced Strength 10 [20PP] Enhanced Constitution 6 [12PP] Protection 4 [4PP] Leaping 3 [3PP] The Light of Liberty (30PP Array; Feats: Alternate Power 3) [33PP] BP: Enhanced Extra (Impervious Toughness 7 (up to); Reflective (Ranged [+1]; Extras: Range (Perception)[+2], Affect Others [+1]; Flaws: Duration (Concentration [-1])) [28/30PP] AP: Nullify 10 (Bindings [2/r]; Extras: Range (Perception)) [30PP] AP: Dazzle 10 (Visual [2/r]; Extras: Area (Burst), Selective Attack, Alternate Save (Will [first and second save]) [+0]; Flaws: Range (Touch)) AP: Emotion Control 10 (Extras: Area (Burst), Contagious; Feats: Progression 4 (Area); Flaws: Limited to Hope, Sense Dependent (Visual), Range (Touch [-2]) [9PP] linked to Healing 5 (Extras: Area (Burst), Selective Attack, Action (Standard); Feats: Stabilize, Progression 4 (Area); Flaws: Limited to Others, Sense Dependent (Visual)) [20+9=29/30PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC22/17 TGH Damage + Grab Dazzle Touch Area DC20 Will Visual Dazzle (Will Save) Emotion Control Touch Area DC20 Will Contagious Hope (Counter Fear) Totals: Abilities (38) + Combat (36) + Saving Throws (11) + Skills (13) + Feats (10) + Powers (72) - Drawbacks (0) =180/188 Power Points
  19. Sureshock Power Level: 9/10 (150/150PP) Trade-Offs: +3 Defense / -3 Toughness, -1 Attack, +1 Damage Unspent Power Points: 0 Affiliations: Claremont Academy, Shock and Awe Family: Tabitha Hannigan (Twin Sister), Bill Hannigan (Father), Tandy Hannigan (Mother) In Brief: High School Football Star turned living generator Alternate Identity: Tremayne Hannigan Identity: Private Birthplace: Odessa, Texas Occupation: Student Description: Age: 16 Gender: Male Height: 6'1 Weight: 200 lbs. Eyes: Hazel Hair: Black (With Colored Tips) Tremayne is a muscular teenager with long black dreads. The tips of his dreads are colored in autumn colors such as orange, and yellow. His posture can be best described as nervous outside of his costume. Hunched forward with his head held down by nature Tremayne attempts to avoid drawing attention to himself. His right chest and arm are covered in a large and intrinsic tattoo sleeve with images representing his family, team members, and accomplishments on the football field. His superhero costume is a repurposed football uniform colored black and gold with a visor added to obstruct his face. The center of the jersey has two lightning bolts. With an A emblem on his gloves as a tribute to a catchphrase he used during his football days, "Shock and Awe" now serving as his team name with his sister. Much to her chagrin. History: Odessa, TX is known for two things. Violent crime and High School football. And Tremayne Hannigan was high school football. Despite being an underclassman the young wide receiver's average yardage made him a leading scorer in his division. His future was bright. That was until Tremayne's twin sister asked for him to accompany her to meet her online penpal. Teresa may have been more withdrawn than her brother. But, she wasn't a fool. A teenage black girl in a small Texas city meeting up with a stranger online was a possible contender Cartel kidnapping in the making or any other story with the potential to find itself as a Lifetime movie one day. Personally, Tremayne was half expecting to find some middle age old man in the pizza parlor his sister had agreed to meet. In retrospect, he wasn't really wrong. Sure, there was a teenage boy there who appeared all too keen to meet his sister. But, the pizza place was a cover facility established decades ago. So what appeared to be an empty pizza shop with only employees and a cute teenage boy, quickly turned into an ambush by a group of middle-aged men whose faces seem to vanish from the teen's memories as quickly as they entered. The next week was a blur as they underwent experimentation in the DnAscent process. If not for the timely intervention of Captain Thunder, there was a good chance that the pair would have been sold off for some nefarious purpose. Their parents were grateful to have their children returned to them. But ill-equipped for the difficulties of raising powered children. So when the invitation to Claremont Academy came. With a personal assurance from the headmaster herself that the school was uniquely suited to help their children safely harness their gifts and as. They accepted for the sake of Tremayne and Tabitha. Personality & Motivation: Tremayne is a boy scout both in personality and in the actual association. Adventurous, prepared, and always willing to put others first. Fiercely protective of his sister, his only motivation of going to Claremont was to look out for her. At least that's what he's willing to admit openly. In fact, he misses being part of a team and as High School sports are out of the picture he is looking for something new to belong to as well. Powers (Descriptions & Tactics): Sureshock can generate a massive amount of electrical energy and harness it as he wills. Under Captain Thunder's tutelage, Tremayne learned to fire off arcs of electricity capable of leaping from target to target in a chain before grounding itself. Putting his hands together he can create a searingly bright flash of electricity capable of blinding anyone looking in his direction. Modulating the electricity he fires off, Sureshock is capable of stunning their nervous system akin to a taser. Furthermore, by draining all electric power in an area around him, Sureshock is capable of deactivating Electrical equipment. As this isn't meant to overload equipment it will leave them unharmed, unlike an EMP. A field of electromagnetic repulsion surrounds him slightly protecting him from harm. Tremayne's brain is different now. He isn't quite aware of it, but the way his brain interprets electrical impulses fired off by the neurons is altered enough to provide a level of resistance from mental control. Complications: Conductor: Surrounding Sureshock in a conductive material, or using electrically conductive equipment such as power cables might draw off stores of electricity, draining him like a battery faster than the stored electrical energy can be replenished NRG: Tremayne generates a massive amount of electrical energy which exists in a sort of state of homeostasis within his body. Affecting that stability either through massive amounts of damage or overloading his body with more electricity can affect the electrical impulses in his body leading to temporary medical conditions such as seizures, mental confusion, hallucinations, or whatever else the GM feels appropriate. Ride the Lightning: Tremayne feels drawn to the “rush” of absorbing or conducting electricity. When properly controlled it can stimulate the brain’s pleasure centers unless his mind is compromised then he can find his pain centers being stimulated again. Shock the System: Accidents happen and, in a modern world where everything runs on electronics, it’s fairly easy for electrical powers to short-out or overload computers, electrical wiring, and power systems, causing blackouts, system crashes, and all of their associated problems. Control of his powers can occasionally slip away from him causing such issues. Abilities: 6 + 6 + 8 + 4 + 4 + 2 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 10 = 18PP Initiative: +11 (+3 Dex, +8 Improved Initiative) Attack: +4 Base, +9 Ranged Defense: +12 (+5 Base, +7 Dodge Focus), +3 Flat-Footed Grapple: +7 Knockback: -3 Saving Throws: 1 + 4 + 3 = 8PP Toughness: +6 (+4 Con, +2 Protection) Fortitude: +5 (+4 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5/+9 (+2 Wis, +3, +4 Enhanced Will) Skills: 12R = 3PP Concentration 3 (+5) Intimidate 2 (+3) Knowledge (Current Events) 1 (+3) Medicine 1 (+3) Notice 2 (+4) Perform (Stringed Instruments) (+4) Feats: 39PP Attack Focus (Ranged) 5 Beginner's Luck Dodge Focus 7 Luck Sidekick 25 Powers: 30 + 3 + 4+ 2 + 5 + 2 + 2 + 1 + 3 = 52PP Electricity Control ( 27PP Array; Feat: Alternate Power 3 ) [30PP] BP: Damage 9 ( Extras: Autofire, Range [Ranged] ) {27/27PP} (Chain Lightning) AP: Dazzle 9 ( Extra: Area [Perception: General, Vision], Flaw: Range [Touch] ) {27/27} (Lightning Flash) AP: Nulify 9( All Powers of Type [Electronics] Extras: Duration [Concentration], Nullifying Field ) {27/27} (Rolling Blackout) AP: Stun 9 ( Extra: Range [Ranged] ) {27/27} (Taser) Enhanced Feats 3 ( Improved Initiative 2, Second Chance [Mind Control] ) [3PP] (Rewired Brain) Enhanced Will 4 [4PP] Features 2 ( Charger, Jump-Start ) [2PP] Immunity 10 ( Electricity; Flaw: Limited to Half-Effect ) [5PP] (Electrical Resistance) Move Object 1 ( Heavy Load=50 lbs. ) [2PP] (Static Electricity) Protection 2 [2PP] (Electromagnetic Field) Speed 1 [1PP] (Training) Super-Senses 3 ( Acute [Mental], Electricity Awareness [Mental] ) [3PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Chain Lightning Ranged DC24 Toughness Damage (Electricity) Lightning Flash Perception Area DC19 Reflex/Fortitude Dazzle (Light) Rolling Blackout 45’ Burst DC19 Will Nullify (Electronics) Taser Ranged DC 19 Fortitude Stun Totals: Abilities (30) + Combat (18) + Saving Throws (8) + Skills (3) + Feats (39) + Powers (52) - Drawbacks (0) = 150/150 Power Point
  20. Fox

    Masque - Fox

    Masque Power Level: 10 (180/186PP) Unspent Power Points: 6 Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 16 Gender: female Ethnicity: Caucasian Height: 5' 8" Weight: 125lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +3 Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 92R = 23PP Acrobatics 8 (+11)SM Bluff 8 (+11, +15 Attractive)SM Concentration 8 (+8) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 8 (+8) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 8 (+8) Sleight of Hand 12 (+15)SM Feats: 19PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task [Feint] Luck 1 [to 4, from powers] Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP All powers have the 'magic' descriptor unless otherwise noted. Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP] Blast 8 (Feats: Accurate 3) [19/34] (will-o'-wisp) Dazzle 8 (visual; Feats: Accurate 3) [19/34] (will-o'-wisp) Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34] Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34] Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/186 Power Points
  21. Janus Danger Power Level: 10/12 (182/186PP) Unspent Power Points: 4 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Swashbuckling Scion with Something to Prove Catchphrase: Theme: Imagine Dragons - Thunder, Seanan McGuire - Earthquake Weather Alternate Identity: Janus Danger (Public, Prime), Prince Janus of Aruivia (Public, Freedom League Dimension Designation; Earth-O-Eldritch-2 (Allied), Local Designation: Fortuna) Birthplace: Wintershold, Capital of Aruivia. Residence: Claremont during the school year, Danger Manor when not in school or in Fortuna. Base of Operations: Claremont Occupation: Student Affiliations: Claremont, Danger Industries Family: Janus is the middle child of Queen Antigone of Aruivia and John Danger II. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. In Janus's case, it led to her father finding an entirely different dimension that he quickly found himself a destined hero in. Her immediate family remains in Fortuna but they visit the Prime-side relations at least a few times every year so she's reasonably close to her father's sister, Rachel, and the rest of the Danger diaspora. Description: Age: 16 Apparent Age: 16 Gender: biologically female, presents androgynous, uses she/her pronouns Ethnicity: Caucasian Height: 5' 10" Weight: 165 lbs Eyes: Violet Hair: White-blonde to rose-red ombre. Janus is lean and angular; fresh out being all legs and arms. She's definitely on the handsome end of the spectrum, with classic Danger good looks melding with the more exotic lines from her mother. Training and exercise has been part of her daily routine since she was old enough to toddle, so she has more balance and grace than a teenager fresh out of a growth spurt really ought to have and more muscle than might be guessed with her long, lean body. Janus dresses like something out of an early 1980s fantasy movie, a la David Bowie or perhaps like she's waiting to be called in for a Takarazuka Revue performance. It could look ridiculous but she wears it with the sort of casual confidence that kids of this world wear jeans and a cool jacket. Since migrating to Prime for schooling, Janus has pierced her ears several times, wearing silver hoops and studs to match the multitude of rings that she is rarely without. Over her right eye, Janus has a starburst shaped birthmark that has a silver-sheen. It glows along with her weapon when she draws out her soul sword. Janus dresses in high glam but masculine attire and is often wearing low heeled boots that add another couple of inches to her height. She's fond of Earth based cosmetics and often uses those to heighten and accentuate her already sharp cheekbones and striking eyes. History: During the mid 70s, Janus' father took his first trip to Fortuna, originally as a Freedom League affiliated envoy. John was already an experienced veteran of adventures but he found his true calling in helping restore Antigone to the thrown of Aruivia and, in time, they fell in love. Fortuna was significantly dissimilar from Earth. Although the magic of Fortuna fell more into the sword-and-sorcery arena than some of the more high-magic worlds, the dimension itself ran off the power of narratives. Stories have Power in Fortuna, as does belief. As the namesake and grandson of one of Prime's heroes, John brought that power with him to Fortuna, allowing him to form it into mystical weapons and armor. It was that power that he used to help Antigone and together, the two brought peace to the kingdom of Aruivia. Janus is the middle child of the couple. Her elder brother has their father's good looks and commanding presence, while he has their mother's sense of justice and compassion. As the crown prince, he's slated to take over the royal duties one day. Her younger sister embraces all that being a princess entails. Though still a child, she is kind and gracious and gifted with an emerging ability to forsee the future. Janus loves her siblings very much but as the middle, rebellious child, her place in Aruivia's story may take a darker bent as the narrative of the world presses on her to fit into expectations. It was with a heavy heart that her parents sent her to her father's relatives but it became clear that Janus's physical prowess was beginning to eclipse her older brother. They hope that free from the pressure of Fortuna, Janus can take her own path. Whether that will be the actual case, remains to be seen. Personality & Motivation: Janus is brash, bold and daring. She is both genuinely courageous and kind although she's often driven to prove herself. She thinks nothing of engaging in dramatics as its expected by the idiom of her native land. Despite often taking summers or vacations on Prime, she still retains a bit of a 'stranger in a strange land' vibe, especially as she makes little to no effort to change herself to conform. Janus' primary motivation is to be true to herself, and find the Hero within. She wholeheartedly believes that her Soul Sword is a sign of her inner potential and that it is both her responsibility and her gift to bring it to its full potential. Unfortunately, this means that she can be both stubborn and defiant when dealing with any authority trying to push her to act outside her morals. Powers & Tactics: Janus' relies on her physical prowess. Trained to defend herself with sword and fist since she was young, she's skilled at hand to hand combat although she's most comfortable with a sword in her hand. She's a flashy fighter, in part because she has fought side by side most often with her brother who, as the heir to the throne, is more important. Janus has accompanied her father and brother on ogre hunting missions and the like since she was old enough to engage in live combat. Being as she's from the Danger family, that was definitely on the younger side. She's used to making herself a target to draw attention away; a tactic her sibling is not overly fond of. She has a natural gift for witty banter, one that has only grown since spending more time with her Danger relatives. In addition to being highly skilled, Janus can draw her soul sword from her breast if she deems the threat worthy of it. Eldritch armor covers her arm from shoulder to fingertip and a glowing blade forms in her hand, drawn from her own essence, providing her additional mystical protection and weaponry. Power Descriptions: Janus' world is one of magic; where the rules are proscribed by the power of tales and legends in the minds and hearts of the people. Her soul sword and the armor fluctuates depending on her sense of self, so as long as Janus' heart is pure, the magic glows silver-white and the manifestations are solid and strong. At the moment, her power covers her shoulder down to her fingertips in armor and manifests in a single blade. It is possible that she might make different energy constructs with time and practice. Should she change or falter, the magic will manifest differently. Complications: Oh Fortuna: Janus carries with her the power of her mother's world but that is a world with its own beliefs and structure. Those are rules she has to follow. Self-doubt or despair weakens her mystical abilities and, in moments of true crisis, could render her without them entirely. Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Janus, but for those she calls friends. Responsibilities: Not only does Janus have a title and public duties when she's home, but she's a member of the Danger family. Not only does that mean she inherits some of the considerable enemies that they have made over the years, but it means that in addition to school, she has whatever responsibilities to her family and their businesses that might come up. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities: 10 + 10 + 8 + 4 + 4 + 14 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +12 Melee, +10 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +17 Knockback: -7 (The Shield) /-4 Saving Throws: 6 + 5 + 6 = 17PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 5 (+10)Skill Mastery Bluff 13 (+20)Skill Mastery Climb 5 (+10)Skill Mastery Diplomacy 8 (+15)Skill Mastery Disable Device 5 (+7)Skill Mastery Drive 5 (+10)Skill Mastery Gather Information 8 (+15)Skill Mastery Intimidate 8 (+15)Skill Mastery Language 4 (Fortuna (native), English, French, Dakanan, Greek) Notice 13 (+15)Skill Mastery Perform(Vocal) 4 (+11)Skill Mastery Pilot 2 (+7)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 39 PP Ambidexterous Attack Focus (Melee) x 2 Beginner's Luck Eidetic Memory Fast Feint Fast Taunt Benefit (Security Clearance: Danger International, Fame, Wealth 2/Rich) [4] Danger Sense Defensive Roll x 2 Dodge Focus x 4 Equipment x 7 Improved Critical (Swords: 18-20) Jack of All Trades Luck x 3 Paralyzing Attack Skill Mastery x 3 Takedown Attack x 2 Taunt Equipment: 7PP = 35EP Sword (Damage 3, Feats: Precise, Mighty) [5EP] Danger-Cycle (Vehicle) [30EP] Size: Medium {0EP} Strength: 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +7 {2EP} Features: Alarm 2 (25DC), Autopilot, Communications(radio), Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators {13EP} Powers: 18 = 18PP (All Descriptors are magic, fate, dimensional and Fortuna. Her abilities come from the nature of her mother's dimension) Magic 9 (Soul Sword; Container) [18 PP] Damage 3 (The Sword; Extras: Penetrating, Affects Insubstantial; Power Feats: Mighty, Precise) {11 PP} Protection 0 (The Shield; Extras: Impervious 7; Duration: Sustained (+0) ) {7 PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Sword Touch DC 23 Toughness Damage Soul Sword Touch DC 23 Toughness Damage Totals: Abilities (50) + Combat (36) + Saving Throws (17) + Skills (22) + Feats (39) + Powers (18) - Drawbacks (0) = 182/186 Power Points
  22. Thevshi

    Veronica Danger

    Veronica Danger Power Level: 10/12 (182/192PP) Trade-Offs: None Unspent Power Points: 10 In Brief: Globetrotting teenager from a family of explorers who picked up some magic along the way. Catchphrase: "Did I ever tell you about the time that…" Alternate Identity: Veronica Danger (Public) Birthplace: Nice, France Residence: Claremont during the school year. Danger Manor when not in school or off with her parents. Base of Operations: Claremont Occupation: Student Affiliation: Claremont; Danger International Family: Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. While Veronica's parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age. She is also reasonably close to her Aunt Rachel (her father's sister). Janus Danger (cousin) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5' 4" Weight: 115 lbs Eyes: Brown Hair: Brown Veronica has a slim build, as might be expected of someone who has spent her life being physically active. Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way. She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt, either long or short sleeve depending on the temperature. Her normal footwear of choice is well broken in hiking boots and thick socks. Veronica is rarely without her bronze colored amulet, which she wears on chain necklace. The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. In addition, Veronica is almost never without several chains from which hang several dozen small charm like trinkets she has picked up from around the world. History: Veronica's father is the second son of Rex Danger (Ace's younger brother). Rex II took after his grand-father, travelling the world and exploring remote locals. While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field. It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation. It was not long before the two were married and began traveling the world together. After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France. It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures. From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited. As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar. Veronica's attention was grabbed by a small circular amulet of what appeared to be bronze. It was a bit dirty and battered, but was covered with markings in a language she did not recognize. There were also four empty sockets that once appeared to have held gemstones. Despite the amulet's poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life. She was able to learn that the amulet she had purchased provided her with a variety of protective magic. She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects. When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall's presence. After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy. They also felt it might be good for the girl to spend a bit of time among peers her own age. The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. Personality & Motivation: Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring. She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better! But she also has embraced the spirit of her family’s humanitarian efforts, wanting to help those in distress and improve the lives of all. Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. Powers & Tactics Given her abilities have just recently manifested, Veronica is still learning to use them. Her magic sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight. The amulet she recently obtained in Istanbul provides her considerable protection. Currently she believes there is magical power that resides in the small trinkets she has collected over her life and that she is able to link them together to create various effects with them. Currently, she is rather limited in what she can do with those trinkets, typically setting them for one effect at a time. Complications: What's over that hill? Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries. Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret, Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends. Responsibilities: As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up. Ancient Artifact: Veronica's amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it. There may be those that are searching for the amulet for their own purposes. Just fell into my lap: The amulet ended up in Veronica's possession under some mysterious circumstances. There may be more to this than just happenstance. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities 4 + 8 + 6 + 8 + 8 + 6 = 40 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 16 (+3) Combat 12 + 10 = 22 Initiative: +8 Attack +6; +8 Ranged Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed Grapple: +8 Knockback: -5/-4 flat-footed Saving Throws 4 + 4 + 4 = 12 Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll) Fortitude: +10 (4+ 3 Con +3 Enhanced) Reflex: +10 (4 + 4 Dex +2 Enhanced) Will: +12 (4 + 4 Wis +4 Enhanced) Skills 104 Ranks/ 26 pp Acrobatics 7 (+11) Climb 8 (+10) Concentration 6 (+10) Craft: Art 4 (+8) Diplomacy 5 (+8/+12 w/ Attractive) Drive 4 (+8) Kn; History 5 (+9) Kn: Arcane Lore 4 (+8) Kn: Theology and Philosophy 4 (+8) Kn: Physical Science 4 (+8) Languages 7: (English native) (French, Arabic, Dakanan, Hindi, Latin, Spanish,T urkish, Read: Hieroglyphics, Ancient Greek) Medicine 2 (+6) Notice 7 (+11) Pilot 1 (+5) Riding 10 (+14) Search 4 (+8) Sense Motive 6 (+10) Survival 6 (+10) Swimming 8 (+10) Feats 18 Attack Focus: Ranged 2 Attractive Artificer Beginner’s Luck Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4] Defensive Roll Dodge Focus 2 Eidetic Memory Equipment 9 [From Veteran Award] Improved Initiative Jack-of-all-Trades Luck 2 Move-by Action Equipment 9 Danger-Cycle (Vehicle) [36EP] Size: Medium {0EP} Strength 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +10 {5EP} Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications 4 (radio, 1 mile) {16EP} First Aid Kit (+2 Medicine checks) [1 EP] Survival Kit (+2 Survival checks) [1 EP] GPS Receiver [1 EP] Multi-tool [1 EP] Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP] Binoculars [1 EP] Flashlight/chem lights Powers 17 + 1 + 1 + 25 + 16 + 4 = 64 Magic Third Eye Super Senses 17: Magic Awareness/Detect (visual) [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment (Power Loss; lead (-1)) [3]; Extended (100’ increments) [1] (magic) [17 pp] Speed 1 (training) [1 PP] Leaping 1 (training) [1 PP] Magic Gadgets 5 (25 PP Variable Power, Any Power, Multiple Powers at Once; Flaws: Hard to Lose; Action (Full Round); Duration: Sustained)] (magic) [25 pp] Sample “Gadgets” Blast 10 (Feats: Accurate) {21/25 PP} Healing 10 {20/25 PP} Telekinesis 10 (Feats: Accurate) {21/25 PP} Amulet Device 4 (20 active points; hard to lose) (magic) [16 pp] Protection 5 {5} Enhanced Defense 3 {6} Enhanced Save: Willpower 4 {4} Enhanced Save: Constitution 3 {3} Enhanced Save: Reflex 2 {2} Climbing Axes Device 1 (5 active points; easy to lose; extra weapons (1)) [4 pp] Enhanced Skill: Climbing 4 {1} Strike 2 (Feats: Mighty, Split Attack) {4} Stats 40 + Combat 22 + Saves 12 + Skills 26 + Feats 18 + Powers 64 = 182/192 PP Notes: Right now her combat caps are only met by using her variable magical gadget pool. Currently she believes that she is able to harness the magical power in the small trinkets she has collected over her life, but in reality the power truly comes from her and those trinkets are merely a focus. In time she will lean she does not need the focus, and her gadget pool will become a more traditional magical array. In addition, her amulet is an ancient artifact, which is missing four enchanted gemstones. If she can locate those stones and get them reattached, she will be able to unlock additional powers in the amulet.
  23. Vanya "Jack” Davydov Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: NONE In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Due to the Animal spirit bonded to him, Jack has become a Shaman, capable of changing into a Polar Bear Hybrid. Alternate Identity: Arctos Birthplace: St. Petersburg, Russia Residence: Clairemont Academy Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 17 (DoB: September 9, 2001) Apparent Age: 21 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” (11' standing 5' all fours AF) Weight: 300 lbs (1,500 lbs AF) Eyes: Blue Hair: White Jack is a giant among teens, and even among adults. He sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin and white hair. He is extremely well built, and anyone who saw him would immediately wonder if he was on steroids, which of course he isn't, but being able to change into a giant polar bear gives a person very good genes. Jack is a quiet, laid back individual. His beast’s chaotic nature can often make him quick to show emotions like anger, however, and it is a constant battle to keep his temper in check when he feels threatened, friends are in danger, or his territory is threatened. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Kids would often make fun of him for always talking about nature and different adventures he had had, but this inevitably bounced off his thick skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, and always feels he has to save everyone. Jack typically wears very little, just enough to be modest in most cultures. He typically wears basketball shorts and a sleeveless hoodie, which is often left unzipped. In most climates his body overheats in warm weather, so the lack of clothing helps to some extent. In colder climates he may wear pants. Jack rarely wears shoes, as he finds them uncomfortable. Push comes to shove he will wear flip flops or sandals. History: Jack has always been at home in the wilds, far from civilization and the comforts of town and technology. While he was raised in the city, his heart always belonged to nature, the solitude of being the only thinking creature for miles in any direction. Jack has always had a keen sense of his surroundings, and rarely has ever gotten lost. Growing up Jack had a fairly comfortable childhood. His father, Ivan, is a respected artist in St. Petersburg. He was on vacation in a remote part of Siberia, painting scenes for a new collection, when he met Rada. The two courted for several months while Ivan painted. When it was time for Ivan to return home, he asked Rada to come with him and they were soon married. It was his mother who encouraged his love of nature, herself coming from a long line of the Ket peoples in Siberia. During a trip to visit his grandparents, Jack and his grandfather went on a rite of passage of sorts, embarking on a wilderness survival journey. During this Journey, Jack was gravely injured by a Polar Bear. His grandfather managed to kill the bear, but Jack was near death and a very long way from a hospital. His Grandfather did not think Jack would make the journey, but he carried him to the hospital, nonetheless. Unbeknownst to Jack or his Grandfather, the spirits had taken pity on Jack, and woven the spirit of the bear into Jack's spirit, to give him enough strength to survive. This changed Jack's life forever. Jack spent the next several months in a coma, awakening as a new man, with little memory of the incident. Doctors couldn't explain how Jack had survived, and at the time, Jack had cared little as to the why, just glad he had survived. About a month after his release from the hospital, Jack began to notice changes. His body had wasted away during the coma, and so he had begun therapy to recover his muscle strength, making astounding progress. His appetite increased, eating nearly everything in the house several times over. As his body healed it grew, gaining several hundred pounds of muscle and almost a foot of height in the span of a month. It was becoming clear that Jack was changing into something different. His parents, fearing for his safety and wanting him to have something of a life, sent him to live with his grandparents, away from the prying eyes of the city. It was here that Jack shifted for the first time, coming across a seal while taking a long walk. The animal spirit inside him Awakened at the chance for a delicious meal, and there was little Jack could do to hold back his inner beast. Over the next year Jack worked hard to learn to contain the beast inside, still only managing marginal control in certain instances, but managing to control himself well enough to feel at ease being around people. It was about this time that his parents sent word to him to come home for a visit. He did so gladly, eager to see his family. His Father worked long hours as curator of a museum in their hometown, making visits difficult, on top of inclement weather and long travel times. When he returned home he was warmly welcomed by his parents and told of something wonderful. His father had been offered a job in America. Jack had the choice of staying with his grandparents, or moving with them to America. While part of him longed to stay in the countryside with his grandparents, something else urged him to go. It wasn't long after they arrived in Freedom City that Jack learned about the Clairemont Academy. He had never told his parents about the shift into animal form, he was scared they would look at him in fear, but his parents had definitely noticed his size increase, as well as increased strength and stamina. His parents thought it a good idea for him to go to a private school, and Jack prepares for his first semester of school in America. Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messes with someone he seems under his protection. Powers & Tactics: Jack is a brawler by nature, his beastial spirit always seeking to prove itself dominant in any situation. He makes use of his heightened senses when he can, but has a tendency to run into things and start smashing. Power Descriptions: He turns into a giant fuzzy Polar Bear/Hybrid.. His attacks are Bludgeoning or Slashing damage with his fists and claws, and piercing with his teeth. His abilities come from the Bear spirit within him, and as such are Spiritual or Celestial in nature. Complications: Predator: Jack tends to give off an aura that screams 'predator'. This affects people and animals to some degree, inciting panic in civilians who don't know him in his Bear forms. Beastial Nature: Jack is aggressive in his hybrid form, and finds it difficult to back out of a fight, due to his inner beast wanting to prove it's dominance. Colorblind: In his bear forms, Jack can't really distinguish colors; everything looks grayscale. Growls: In Bear Form, Jack is able to speak, however, the angrier he gets the more his bear spirit will take over, which can sometime reduce his speech to animal growls. Abilities: 12 + 4 + 6 + 0 + 2 + 10 = 34PP Strength 30/22 (+10/+6) Dexterity 14 (+2) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 20 (5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +5, +10 melee [includes -1 penalty from Growth] Grapple: +24 Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -5, -9 including size Saving Throws: 6 + 4 + 6 = 16PP Toughness: +10/+8/+5/+3 (+3 Con, +2 Growth, +3 Protection, +2 Defensive Roll) Fortitude: +11/+9 (+3 Con, +2 Growth, +6) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 120R = 30PP Climb 14 (+20, Skill Mastery) Concentration 10 (+11) Craft [Artistic] 15 (+15, Skill Mastery) Handle Animal 12 (+17) Intimidate 13 (+18, +20 from size) Knowledge [Arcane Lore] 10 (+10, Skill Mastery) Knowledge [Theology and Philosophy] 12 (+12, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 9 (+10) Sense Motive 9 (+10) Survival 14 (+15) Feats: 19PP Animal Empathy Attack Focus [melee] 5 Challenge (Accelerated Climb) Defensive Roll 1 Dodge Focus 5 Improved Grab Imoroved Grapple Ritualist Skill Mastery (Climb, Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology and Philosophy]) Startle Takedown Attack Powers: 27 = 27PP Container 6 (into a bear: 30PP, Drawback: Involuntary Transformation (when exposed to blood or stress), (uncommon, major) [-3], DC 16 Concentration check to maintain) [27PP] Comprehend 2 (speak to and understand animals, Flaws: Limited to ursines [-1]) [2PP] Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) [1PP] Protection 3 (tough hide) [3PP] Speed 1 (10 MPH, or 105' per round) [1PP] Super-Senses 7 (bear senses; Danger Sense [Olfactory], low light vision, scent [Accurate, Acute, Tracking olfactory sense], Uncanny Dodge [Olfactory]) [7PP] Super-Strength 1 (+5 STR carry weight (40 total) +1 Grapple) [2PP] Immunity 1 (Immunity to Environmental Cold) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed (Human) Touch DC 21 Toughness (Staged) Damage Unarmed (Bear Touch DC 25 Toughness (Staged) Damage Abilities (34) + Combat (24) + Saving Throws (16) + Skills (30) + Feats (19) + Powers (27) - Drawbacks (0) = 150 Power Points
  24. White Lioness Power Level: 10 (150/161PP) Unspent Power Points: 11 Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness In Brief: Laid back student, who just happens to be the current White Lioness. Catchphrase: "The female Lion is always much more dangerous than the male." Theme: Naughty by Keko Alternate Identity: Sara Kingdom, officially Àjàṣorò Tafari, White Lion Clan (Pubically known in Dakana), Ajasoro Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation:Princess & Student Affiliations: Dakana Royal Family Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Makeda (Baako's Mother), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Gender: Female Ethnicity: Dakanan African Height: 1.67 m (5'6") Weight: 54kg (120 lbs) Eyes: Brown Hair: Black Whilst she downplays it many have commented that Àjàṣorò has inherited some of the beauty of her mother with the intensity of her father, especially the dark intense eye that both twins posse. Before becoming the White Lioness she kept herself in reasonable shape, though nowhere near as athletic as her brother. Embracing the chance to study in America she dresses and acts as a typical teenager, even with a passable East Coast accent. Her clothes are the most recent fashion and her hair done in the latest style, though she keeps it relatively short. The famous White Lion(ess) suit she wears looks like white cloth bodysuit but is actually a hi-tech weave laced with energy absorbing Daka crystals. It has gone through several redesigns, the skirt was quickly abandoned, but has always included the traditional gold accompaniments of her title (though not the headdress as she is not yet Queen). When in the costume she uses her more natural Dakanan accent. History: Àjàṣorò the eldest daughter of King M'Balla and his second wife Asma'u was raised to understand the importance of the job that the White Lion clan did to defend the nation of Dakana from threats. As such her childhood was spent training her body and mind to be the best that she could. But she really wasn't interested in such things, her attention was on those brightly coloured superheroes they had in America, though obviously, she was most interested in her fathers and grandfather heroics. It's not that she isn't proud of her country and people, it's just that it all seemed much more interesting. She even began to adopt the fashions and even the general accent of she saw on the television and internet, much to her tutor's chagrin. Then her father decided the time had come to step down as the current White Lion and focus instead on improving his land. Àjàṣorò had never really been interested in taking on the mantle, oh sure she was concerned about the defence of the Kingdom, she was more interested in continuing her studies and maybe one day go to America. But she couldn't in good faith allow the power of the White Lion to go to her brutish half-brother Baako, she couldn't beat him in the ritual combat directly (The tests of Wisdom and Knowledge were much more her thing) but she could maybe win by being smarter. Instead of fighting him she spent the trial avoiding his blows, showing great grace and athleticism, hoping to wear him out until someone could fell him. She had planned for her brother to do the honours and become the next White Lion, but somehow she'd managed to outwit Baako enough to win the trial with barely a strike on the man. Ironically after the ritual that embodied her with the ancestorial powers of the White Lioness, her father told her that he'd contacted an old friend of the family and she'd be getting her wish to go and study in America. Personality & Motivation: Never expecting to be the Queen her tutoring in etiquette wasn't as thorough as her brother, though she can put it on when necessary, and is general irreverent and doesn't seem to take things too seriously. Friendly and gregarious she tries to be everyone's friend, though never pushy, and whilst actual royalty manages to come across as down to earth. As the White Lioness this all goes out the window and she is the noble well breed warrior that she was raised to be. Whilst she respects her father's views and what he has done for Dakana and the world she has, though she hates to admit this, she does agree in part with Makedo's ideas. Dakana might have equality between the sexes but you don't have too far outside its borders to see women repressed and worse, and she might have a few times done her bit to help those women in need. Powers & Tactics: Whilst all of the White Lion clan have some form of combat training, and Àjàṣorò had more than most, she has never been the most tactical of people. Instead she relies on her speed and agility to get herself out of potentially dangerous situations. Power Descriptions: After passing the trials of Wisdom, Knowledge and Combat Àjàṣorò has been empowered by the spirit of her ancestor the original White Lion. This grants her the speed and prowess of the Lion as well as the senses it possesses. In addition to the spiritual powers granted to her, she supplements it with a high tech body suit, the finest in Dakanan engineering, whose Daka crystal weave helps absorb impacts and reduce injuries. Complications: A real Princess: Àjàṣorò is both a princess of Dakana and the White Lioness, that give her certain obligations that she has to fulfil even if she had other things she needs to do. Enemy of the Red Hyena: Whilst mostly the Red Hyena's are willing to work within Dakana's system some, including her half-brother, take more direct and violent action against the White Lioness. A Normal teenager?: Wanting to experience America to it's fullest she's trying not to draw attention to the fact that she's a Princess of Dakana. Abilities: 8 + 16 + 8 + 4 + 8 + 6 = 50PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +12 Attack: +14 Melee, +8 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +18 Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +4/+8 (+4 Con, +4 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 12 (+20) Skill Mastery Bluff 2 (+5) Diplomacy 7 (+10) Gather Information 2 (+5) Intimidate 2 (+5) Investigate 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (Dakana [Native], English) Medicine 1 (+5) Notice 11 (+15) Skill Mastery Sense Motive 11 (+15) Skill Mastery Stealth 12 (+20) Skill Mastery Survival 1 (+5) Feats: 22PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) 3 Dodge Focus 4 Evasion 1 Hide in Plain Sight Improved Initiative Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Smell) Powers: 12 + 5 = 17PP Nyeupe Simba Suti 3 (Hight Tech Body Suit, 15PP Device) [12PP] Damage 2 (Lions Claws, Feats: Mighty) [3PP] Immunity 2 (Critical hits) [2PP] Protection 4 [4PP] Super-Movement 3 (Slow Fall, Sure Footed, Wall Crawling) [6PP] Super Senses 5 (Danger Sense [Hearing], Low-Light Vision, Tracking [Smell], Ultra-Hearing) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Lion Claws Touch DC 21 Toughness Damage Totals: Abilities (50) + Combat (32) + Saving Throws (12) + Skills (17) + Feats (22) + Powers (17) = 150/161 Power Points
  25. Red Lynx Power Level: 8 (117/122PP) Unspent Power Points: 5 Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness In Brief: Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations. Catchphrase: Theme: The Message Alternate Identity: Kameron 'Kam' Kingdom, Officially Prince Kamau (Secret outside Dakana) Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation: Prince & Student Affiliations: Dakana Royal Family, Claremont Academy Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Apparent Age: 16 Gender: Male Ethnicity: African (Dakanan) Height: 6' Weight: 185 lbs Eyes: Brown Hair: Black Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty. With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace. A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast. He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples. He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above. He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes. In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force. Vitals are covered with hardened plates of lightweight composites that gives the central torso an articulated appearance but leaves his range of motion free. He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains. History: Kamau is the second born of twins, children of King M'ballas second marriage. As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world. Unlike his (As she is quick to point out, elder) twin he has always taken a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. As he grew he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion. Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry. Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care. Both to avoid unintended consequence and to ensure success through application of his skills and abilities. When it came time for the challenge of the White Lion he fully expected he'd emerge the victor. Though his half brother was powerful he was reckless and easy to manipulate. Kamau's own sister had little more than passing interest in the title. While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion. In the end this proved his undoing. His sister acted unhesitatingly sizing opportunity when presented and carried the day. For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence. But Kamau felt something more akin to relief. He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person. In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness. Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions. Personality & Motivation: Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on. In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand. As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike. Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders. The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole. This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement. In part this is why he was eager to leave Dakanas borders. He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity. He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain. Powers & Tactics: Lynx fights with a tactical efficiency born of his training with the Dakanan security forces. He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage. Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible. Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him. Power Descriptions: Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad. In addition to his armored suit he uses a pair of Marungu. The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking. Complications: The Hero Formerly Known as Prince: Kamau is a foreign Royal operating as a secret vigilante on U.S. soil. International incidents are not out of the question. OLDER Sister: His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse. The World is a Mess and I Just Need to ... Rule it: Kamau see's the world outside of Dakana as less civilized and a little backwards. This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority. Keep it in the Family: Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists. Kamau and his sister are likely targets. Abilities: 12 + 12 + 12 + 10 + 12 + 10 = 68PP Strength: 22 (+6) Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 20 (+5) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 8 + 6 = 14PP Initiative: +5 Attack: +9 unarmed, +7 Melee, +4 base Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +15 Knockback: -4 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +9 (+6 Con, +3 Armored Costume) Fortitude: +6 (+6 Con, +0) Reflex: +6 (+6 Dex, +0) Will: +6 (+6 Wis, +0) Skills: 36R = 9PP Acrobatics 7 (+13) Gather Information 2 (+7) Intimidate 7 (+12) Language 1 (Dakanan:Native, English) Notice 7 (+13) Sense Motive 5 (+11) Stealth 7 (+13) Feats: 15PP Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Unarmed 1 Benefit: Diplomatic Immunity Benefit: Wealth 2 Dodge Focus 4 Eidetic Memory Hide in Plain Sight Powers: 4 + 4 + 5 = 13PP Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals) Protection 3 (Absorptive Armor;) [3PP] Immunity 2 (Shock Plates; Critical Hits) [2PP] Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology) Damage 2 (Strike; Feats: Mighty,Thrown, Split Attack;) [5PP] (Bludgeoning) Container 1 (Training and Conditioning; 5 PP) [5PP] (Training) Enhanced Feats 1 (Situational Awareness; Uncanny Dodge (Mental);) [1PP] Immunity 2 (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited(Half Effect);) [1PP] Leaping 1 (Acrobatic Leap;) [1PP] Quickness 1 (Efficiancy;) [1PP] Speed 1 (Sprinter;) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Marungu(melee) Touch DC 22 Toughness Damage Marungu(Thrown)Thrown DC 19 Toughness Damage Totals: Abilities (66) + Combat (14) + Saving Throws (0) + Skills (9) + Feats (15) + Powers (13) = 117/122 Power Points
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