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  1. For 2019-2020, the students of Claremont Academy are putting on a play! https://www.surveymonkey.com/r/QX7WF8J The idea is that students will be putting the play together (letting us have threads set around tryouts, set design, etc) throughout the year - with a big culminating performance, etc. set during it. There'll be plenty of opportunities for characters to be both on and off-stage, so don't worry if you're playing a wallflower. For now, go ahead and vote on which play you think the Claremont kids should put on - after that, we'll start moving on to actual threads on the subject.
  2. 2019 - 2020 Claremont Academy School Year begins September 4th! 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 4th. Dormitory move-in dates begin one week prior on Wednesday, August 28th. 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 both exceptional ability and exceptional circumstances. 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 with their own unique perspectives and experiences. Orientation will cover movie nights, extracurricular clubs, our expanded intramural league and other activities. These are the friendships which will last a lifetime. Welcome to Claremont Academy! Beneath of the Headmistress' signature in a pen running out of ink someone has scrawled: WHO IS THE UNKNOWN STUDENT OF ROOM 404?!
  3. 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!
  4. Octoman Alternate Identity: Benicio "Ben" Wang Base of Operations: Freedom City Concept: Ultimate Spider-Man meets Robin meets Daredevil, as reimagined by Guillermo del Toro Table of Contents Allies, Associates, & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Powers & Skills Timeline Reputation Allies, Associates, & Enemies Allies The Interceptors Bombshell saved Octoman's life during his first outing as a superhero, and afterward, she brought him to the secret Interceptors headquarters in the Espadas School, where she tended to his wounds while he met Jack of All Blades and one of their children. Bombshell and Jack helped Ben get into the Claremont Academy, and promised to help him in the future. Associates Horrorshow His roommate during his first year at the Claremont Academy. Parents As part of his admission process for the Claremont Academy, Ben had to tell his parents about his powers. He has not, however, told them that he is Octoman. His dad likes superheroes almost as much as he does, and would probably be proud of him. But his mother hates superheroes. Extended Family Ben's four grandparents all live in Brooklyn. He's visited them during almost every holiday of his life. None of them are particularly wealthy or influential, but they do love him. Enemies Goanna The mad scientist Cooper Seidel knows that he turned Ben Wang into Octoman. He wants to collect as much data from the boy as he can before punishing the boy for ruining his experiments. Webmaster Josef Bankowski, the abusive junkie Bombshell and Octoman apprehended during his first outing as a superhero was eventually captured by Goanna, whose experiments transformed him into the supervillain who now calls himself "Webmaster". He'll drop everything for a chance to get revenge on any of them. Costume & Appearance Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds in his skin, which appear to be scars but are actually new orifices. He has three on each side of his neck, one each on the palms of his hands and the soles of his feet, another on each forearm, and several along the sides and back of his torso. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood is less likely to drip and more likely to spray. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. Current Role & Hooks Ben loves being a superhero. It's all he ever dreamed of. He will literally jump at any opportunity to participate in anything that he thinks of as "superhero stuff". Protecting the West End, like Geckoman and the Interceptors before him, is his top priority, but he's willing and able to chase trouble through any corner of Freedom City, or beyond. He's going to Claremont because Geckoman went there, and he wants to be like Geckoman. Design Notes Octoman is simultaneously a spin on Spider-Man (particularly both versions of Ultimate Spider-Man), and a legacy character for Geckoman, whose love of that PC mirrors my own. He's a downright Lovecraftian take, as if Spider-Man, Robin, and Daredevil were to be combined and re-imagined by Guillermo del Toro. Headquarters During the school week, Ben lives in the dorms at the Claremont Academy. On the weekends and during vacations, he returns to his parents apartment in the West End. History Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. Personal Life Ben's parents love him, but they don't really have time for him. They're both workaholics with jobs which demand that they be workaholics, so he tends to fall through the cracks. Most of Ben's social life takes place online. He didn't have many in-person friends, even before he moved to a new school across town. His mutated appearance and new disability make him feel self-conscious and isolated. He's become adept at lip-reading, but not perfect, and not everyone has the time or the inclination to learn how to sign with him. He's open to romantic relationships, but he doesn't think any would survive the girl in question seeing the "real" him. Personality & Motivation Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. Powers & Skills Ben is a world-class hacker who can get into almost any system. Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has almost no bones left in his body. Most of them have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and to a lesser extent, resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which make it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. He has what would be considered a "weak healing factor" by superhuman standards (not enough for Regeneration or Impervious Toughness, but enough for a high Constitution score). His body can repair minor damage quickly, and more severe wounds are less likely to happen in the first place. He doesn't heal from serious injury much "faster" than a normal human, but he heals "better". Given time to recuperate, he will reliably make a full recovery from trauma which would cripple or kill a normal person. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is. He has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch for hundreds of feet. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body, through a series of new orifices on the palms of his hands, the soles of his feet, and his lower back. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. Timeline 2019 Octoman: Close To Home (IN PROGRESS): During his first outing as Octoman, Ben meets Bombshell, and they clash with the man who would become Webmaster. Bombshell later takes Octoman to the Interceptors headquarters, where he meets Jack of All Blades. Bombshell convinces Octoman to attend the Claremont Academy. It's Moving Day (IN PROGRESS): Ben finally sets foot on the Claremont campus. Dagon The King: Ben attends a guest lecture by Sea-Devil. It does not go well. Freaky Fraternity (IN PROGRESS): Ben commiserates with Horrorshow about the fallout from "Dagon The King". Rat Patrol (IN PROGRESS): Ben commiserates with Soliton about the fallout from "Dagon The King". Tech Compliance (IN PROGRESS): Ben joins Tech Club at Claremont. Daka Rush (IN PROGRESS): Octoman gets ambushed by some rogue Dakanans. Reputation Octoman Gather Information DC10: There's a superhero in Freedom City called "Octoman". Most people haven't heard of him, but the kids like him. DC15: Octoman is really strong, and he has tentacles. He can stick to walls, like a bug. He has a vlog, and a big mouth. DC20: Octoman is also superhumanly tough and agile, and he has some limited shapeshifting powers. His blood is purple, so he might be some kind of alien or mutant. He acts and sounds young. He's probably a teenager, or a very immature college guy. A character who actively uses their Gather Information skill on Octoman will not obtain any of the following information unless they make a point of searching for potentially restricted information. If they do, then they also need to make a contested Gather Information check against Octoman; with his Online Research feat, he can use his Computers skill for this check. If he wins, then he will be alerted to their inquiries. They can avoid the contested check by taking a -20 penalty to their original Gather Information checks for a Discrete Inquiry (or if the have the relevant challenge feat). A character using the Well-Informed feat upon first meeting Octoman or hearing of him may obtain the following information with a high enough Gather Information check, but since that represents prior knowledge, it will not trigger a contested check against him. DC25: Octoman is sighted in the West End twice as often as any other neighborhood in Freedom City. He probably lives there. The following information cannot be obtained with a Well-Informed check. It can only be obtained with an active use of the Gather Information skill. DC30: Close observation of his public interactions reveals that Octoman is probably severely hearing-impaired and may be completely deaf. He doesn't react when people talk to him unless he's facing them, and even then, he seems to miss things, and not just because he won't stop talking long enough for anyone to get a word in edgewise. DC35: Octoman's blood is radioactive. It's not dangerous, but it does set off Geiger counters. DC40: Octoman is secretly Ben Wang, a teenager whose parents live in the West End. Ben's powers are an accidental by-product of Goanna's mad science. An appropriate Profession sub-skill can be substituted for any of these skills. Knowledge (Life Sciences) DC25: Most vertebrates have red blood, because it contains hemoglobin, which contains iron. Many arthropods and mollusks (including cephalopods) have blood with hemocyanin instead, which is blue, because it contains copper. Hemocyanin works better to keep their bodies oxygenated at cold temperatures. Mollusks and arthropods who live in deep water also have thick, syrupy blood like Octoman's, because of the surrounding fluid pressure, and multiple hearts in order to keep that thicker blood pumping. Octoman's blood is purple, which suggests that it may contain both hemoglobin and hemocyanin, and his blood is both thick and under high pressure. Even his small cuts create a ridiculous spray. This adaptation could allow him to function equally well under water and on dry land. He may be a true human/cephalopod hybrid. Knowledge (Pop Culture) DC10: There's a superhero in Freedom City called "Octoman". Most people haven't heard of him, but the kids like him. DC15: Octoman is really strong, and he has tentacles. He can stick to walls, like a bug. He has a vlog, and a big mouth. DC20: Octoman is also superhumanly tough and agile, and he has some limited shapeshifting powers. His blood is purple, so he might be some kind of alien or mutant. He acts and sounds young. He's probably a teenager, or a very immature college guy. DC25: Octoman's favorite superhero is Geckoman. He talks about "The Gecks" all the time. Knowledge (Streetwise) DC20: Octoman's made some enemies. Goanna and Webmaster both talk about him a lot. Webmaster will pay big bucks for information about Octoman. DC25: Octoman helped Bombshell kick Webmaster's ass and sent him up the river. Webmaster wants payback. DC30: Goanna claims he created both Octoman and Webmaster. Knowledge (Theology & Philosophy) DC20: Octoman's vlogs contain occasional references, greetings, and sentiments which indicate that he's probably Jewish. Benicio "Ben" Wang Gather Information DC10: Ben Wang is a teenager living in Freedom City. He's black or Latino or something. DC15: Ben was born in Brooklyn in 2003. He was still a small child when his family moved to Freedom City's West End. His family is Jewish. His mother is black or Latino or something. She works as a public defender. His father is white or Asian, hard to tell. He runs a bakery/deli which serves an eclectic mix of Central European and Southeast Asian food. Ben's primary interests are computer programming and superheroes. A character who actively uses their Gather Information skill on Ben will not obtain any of the following information unless they make a point of searching for potentially restricted information. If they do, then they also need to make a contested Gather Information check against Ben; with his Online Research feat, he can use his Computers skill for this check. If he wins, then he will be alerted to their inquiries. They can avoid the contested check by taking a -20 penalty to their original Gather Information checks for a Discrete Inquiry (or if the have the relevant challenge feat). A character using the Well-Informed feat upon first meeting Ben or hearing of him may obtain the following information with a high enough Gather Information check, but since that represents prior knowledge, it will not trigger a contested check against him. DC20: Ben Wang went to Hebrew school twice a week until he was 16. Most of Ben's family still lives back in Brooklyn. His mother is an Afro-Latina whose family is from Puerto Rico. His father is half-Filipino, half-Ashkenazi. His whole family is Jewish, except his paternal grandmother, who's a Filipina Catholic. Ben is the world's biggest Geckoman fan. His username on every site is "Geckofan", and he runs the most exhaustively detailed Geckoman fan site on the web. Ben went to public school until his sophomore year, when he somehow transferred to the super-exclusive Claremont Academy. There are billionaires who can't get their kids into that place. DC25: Ben is deaf, or at least, severely hearing impaired. He reads lips, he signs, and he has a smartphone and smartwatch app which uses vibrations and flashing lights to alert him to loud noises. The following information cannot be obtained with a Well-Informed check. It can only be obtained with an active use of the Gather Information skill. DC30: Ben's grades in public school were good, but not good enough to get into an elite prep school like Claremont. And his family doesn't have the money to buy his way in. So not only did they pass up thousands of better applicants, but they also gave him a scholarship. It doesn't add up. DC35: Ben Wang isn't just a programming enthusiast. He's a world-class hacker. He's never harmed anyone or stolen anything, but he's broken into plenty of restricted systems. DC40: Ben Wang is secretly the superhero Octoman. Ben's powers are an accidental by-product of Goanna's mad science. An appropriate Profession sub-skill can be substituted for any of these skills. Computers or Knowledge (Technology) DC15: Ben Wang is a hobbyist programmer. He likes to talk shop, and he knows his stuff. DC25: Ben Wang is a world-class hacking prodigy. A lesser hacker would be in prison after some of the crap he's pulled. But he never steals anything or hurts anyone. Knowledge (Business) DC20: Ben's father runs a bakery/deli in the West End. DC25: Ben's father's place prepares an eclectic mix of Central European and Southeast Asian food. Knowledge (Civics) DC20: Ben's mother is a public defender working for the Freedom City district attorney's office. DC25: Ben's mother is a rare thing, a Freedom City resident with anti-superhero sentiments. Knowledge (Theology & Philosophy) DC20: Ben Wang's family is culturally Jewish but not particularly devout. DC25: Ben Wang went to Hebrew school in Freedom City. His paternal grandmother is Catholic, the one outlier in his family.
  5. Legatus Claremont Academy Grounds, Outside the Jasmin Summers Administrative Building 19 July 2019, 12:50 PM As XVIII stepped out of the building and into the sunlight, he lifted a hand to shield his eyes from the midsummer rays. This marked the third telling-off by Vice-Principal Dugan since his arrival at the school - on campus, his mind supplied - several weeks prior. At first he'd been surprised at how mild she'd been when it came to wearing Centurion's colors in public. XVIII - no, Felix, he reminded himself - hadn't really realized how much danger he'd put others in if anyone made the (obvious) connection between himself and his progenitor. The second time, she'd been more exasperated and somewhat alarmed. The fact that he'd not only gone out into public in a costume very similar to the Man of Adamant's, but had done so without express permission had seriously annoyed her - and also worried her. She had told him (again) about the Alpha-Centurion, who had done much the same thing, but it had all been a ruse, trying to steal from the Freedom League. A lot of heroes still remembered that, she had said, and many people did as well. He'd make people "rowdy" or "riotous" with his actions, she'd claimed. Well, now that uniform had been torn apart by his last encounter with a few muggers with weapons bigger than their brains, and he'd donned a new one - one wholly his own, even if it took inspiration from his predecessor's, and she'd called him in again. Not that he'd done anything specific wrong, the vice-principal had been quick to assure him after he'd returned from extinguishing a fire in the Fens. No, she was concerned that he was going to get too much exposure, and others might come to try to harm him. While Felix wasn't exactly concerned about that - very few things could hurt him, other than himself - he was aware of the enormous responsibilities he had as a potential successor to the mightiest champion that Earth had ever known. Looking up at the sky, he sighed softly, before forcing himself to smile. Vice-Principal Dugan had urged him to spend more time with people his own age, so he might as well try to start that now. He began walking towards the open fields at the end of campus, wondering whether he'd see anyone there.
  6. Claremont Academy has organized a summer school program based around projects on and vists to non-human societies. This thread is about a visit to Coalition space, the newly-joining worlds of Xix(around the nearby, undiscovered star of Lia) hosting an open celebration around their union with the interstellar alliance. The hope is that observing a peaceful transition between isolation to community will provide a safe, helpful means of understanding the galactic neighbors they might encounter later in life. At the same time, a group of spacefaring heroes have also come to the party. Some are already aligned with the Coalition, there to observe and guard the dignitaries at work finalizing the union of Lia and the galaxy. Others, however, are there following rumors that something horrible is planned, some devastating strike at the heart of the young civilization by an unknown threat. WHO: 3-6 PCs, from either Space or Claremont Academy, no PL limits. WHAT: Mingling, then reaction to a crisis, depending on reaction combat or escape closes thread(with possible follow-up). WHEN: Summer vacation, dated July 5th, 2019.
  7. South River December 24, 2018 7:24 PM Henry 'Tug' Stacy whistled a carol to himself as he guided his tugboat back toward the Riverside docks for the night. His daughter was old enough this year to really understand what was going on and had gone ga-ga for Christmas so he'd rented a Santa suit and was eager to get back home by the time she'd be sneaking out of bed. It had been a quiet afternoon and evening, just cold enough for a light snowfall to fill the air but not enough to begin icing over the water. Tug lost the tune as his boat lurched abruptly. The experienced sailor quickly reoriented but frowned; he was far enough from the bay that there shouldn't have been much turbulence. Leaning out through the window of his cab he peered out into the gathering dark, with only his own runners and the distant lights of the docks illuminating shapes. He watched as a piece of driftwood bobbed by, a pile of birch branches clumped together and rising five or six feet above the surface. As Tug scratched idly at his bushy red beard there was another, more violent lurch and he rushed back to the wheel, wrenching to one side against the inexplicable wave. His jaw hung slack as the birch branches rose higher and higher out of the water until he could see whole trees lashed together. They were joined by curving shapes the size of city buses Tug gradually recognized as something like goat horns. His boat went into a spin as a massive form followed, skyscraper tall and covered in dark, matted fur that shed water in great sheets. Great iron chains hung from its wrists, clanging with the timbre of cannonballs and it gripped the birch trees in one clawed hand. The other held the thick strap of some massive thing slung over its back, some sort of great cylinder with an uneven, woven texture. The tugboat gradually slowed its spin as the behemoth strode up and out of the river, heading in the opposite direction: away from Riverside and toward Bayview.
  8. 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."
  9. 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.
  10. Friday, October 26th 2018, concurrent with Let's Fall in Like Athletic Field The Autumn Dance was still thrumming away in the Auditorium, Astrid's raucous guitar roaring and screaming into the night, as two of Claremont Academy's magically-inclined students went out on an impromptu ghost-hunt. "I believe it to be here." Dio stabbed at the ground with his powerful tail, the junior hierophant having prowled and sniffed at the baseball diamond for a good minute after they'd arrived "But my skills for divining secret tunnels are...they're not very good." Cocking a head at Nicole Whitfield-Hall, AKA the teen runesmith Salvo, wielder of the mighty battle suit known as Bellios, the young green dragon asked "Can you see anything? You've got several different kinds of sensors, if I remember rightly. The book didn't mention anything about any security, but fair enough to guess Summers wouldn't want just anyone prying about. That at least is familiar, the obsession with secrets." Sitting on his haunches, the reptile gazed about the school grounds. "It's difficult to believe that this is Earth. It looks, feels and smells so different from the Earth I know." The Academy grounds were eerily quiet and deserted. A few lights were on in the dormitories, but most of the students were dancing or partying elsewhere. A cold, sharp wind blew in from the sea, carrying with it salt and a rattling in the branches of the towering oak trees that loomed high above the pair. In greener months, the oaks were a comforting, reliable presence. But now they stood like eruptions of bone in the harsh, distant electric lights lining the walkways.
  11. 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'
  12. 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.
  13. 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?!
  14. 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!"
  15. 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.
  16. Sun Dragon Power Level: 10/12 (180/187PP) Unspent Power Points: 7 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) = 180/187 PP
  17. Nick

    Arcana

    Arcana Power Level: 10 (157/168 PP) Trade-Offs: None Unspent PP: 11 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: 48R = 12PP 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) Sleight of Hand 4 (+6) Feats: 25PP All-Out Attack Attack Focus: Ranged 4 Dodge Focus 4 Eidetic Memory Equipment 3 Fearless Luck 2 Power Attack Precise Shot 2 Quick Change 2 Skill Mastery (Bluff, Knowledge: Arcane, Notice, Sense Motive) Teamwork 3 Equipment: 3R = 15 EP Headquarters [15EP] (Toughness 15 [2EP]), Size: Medium (Huge Inside) [3EP], Features [10EP] (Concealed [DC +10], Dimensional Portal, Dual Size, Laboratory, Library, Living Space, Personnel, Security System [DC 20], Self-Repairing, Workshop 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 (12) + Feats (25) + Powers (60) - Drawbacks (0) = 157 / 168 Power Points
  18. Name: Crystal Gazer Power Level: 10/10 (156/170PP) Tradeoffs: None Unspent PP: 14 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 + 10 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) 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: 84R=21PP Bluff 15 (+20) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+20) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Civics) 1 (+3) Knowledge (Current Events) 1 (+3) Knowledge (Earth Science) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Pop Culture) 1 (+3) 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 + 38 + 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 5) [38PP] (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} AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33} AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {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 (30) + Combat (18) + Saving Throws (12) + Skills (21) + Feats (8) + Powers (67) - Drawbacks (0) = 156/170 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
  19. Player Name: KnightDisciple Character Name: Thunderbird Power Level: 10 (150/164PP) Trade-Offs: +2 Attack/-2 Damage [Melee], -2 Attack/+2 Damage [Lightning], +4 Defense/-4 Toughness Unspent Power Points: 14 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) = 150/164 Power Points
  20. 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
  21. Player Name: Electra Character Name: Chelone Power Level: 10 (180/184PP) Tradeoffs: Defense -5/Toughness +5 Unspent PP: 5 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 = 185 pts
  22. Ms Thursday Power Level: 10 (11) (150/166PP) Trade-Offs: -2 Attack/ +2 Damage (Strike) Unspent Power Points: 16 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) = 150/166 Power Points
  23. Forever Boy Power Level: 12 (207/212PP) Unspent Power Points: 5 Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, (Fireworks) +4 Attack / - 4 DC, +5 Defense / -5 Toughness, (The Forever Weapon) -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 - Nightwish Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) 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: Unknown, legally listed as 2002 on Earth) 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 wears a form fitting green uniform with white piping details on his elbows, the end of his sleeves, three lines on each shoulder and the bottom of his shirt, over his green pants. He wears green boots in the same color as his shirt and pants, with a white line just above his ankles and thicker white line where the boot ends. At Pan's chest, the green shirt is open in an elongated square shape, with one corner just below his solar plexus, and two at his chest. Under the green shirt, he wears a red shirt with a white heart interconnected with an infinity symbol. He 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 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 with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan eventually accepted, given the identity Pan Barrie. 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 explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly. For Pan, it has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is also able to summon his uniform at will. Unless Pan decides to use his Pixie Dust for creating life-like image or outright illusions that can fool all senses, it seems to increase his natural charisma greatly. He can also use it to create a sort of mist that can fool both the visual and auditory senses of the ones caught within the mist, and not just their eyes. Pan is able to direct the mists away from allies, preventing them from being affected. Pan can use the Pixie Dust in a number of offensive ways, most notably by creating just about any weapon he can think of, all of which seem to glow with the light of the Pixie Dust, even if his prefered use is to create swords. He can channel the dust in a Pixie-shaped blast of light that homes in on his enemies, or an explosion of light that blinds his targets. Finally, he is able to create glowing golden bands from seemingly out of nowhere, which quickly converge to trap his foes. 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. He has always been exceptionally lucky, from being found by the Pixies to ending up in a place as interesting as Earth-Prime. 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. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. 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, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. 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. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. Abilities: 4 + 10 + 6 + 4 + 2 + 10 = 36PPStrength: 14 (+2)Dexterity: 20 (+5)Constitution: 16 (+3)Intelligence: 14 (+2)Wisdom: 12 (+1)Charisma: 20 (+5) / 44 (+17) w. Forever Charismatic Combat: 12 + 14 = 26PPInitiative: +9 (+5 Dex, +4 Improved Initiative)Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC BlockDefense: +17 (+7 Base, +10 Dodge Focus), +4 Flat-FootedGrapple: +8 (+6 Base Attack, +2 Strength)Knockback: -2 / -3 (with Defensive Roll) Saving Throws: 5 + 7 + 8 = 20PP Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +9 (+1 Wis, +8) Skills: 48R = 12PP Acrobatics 2 (+7) Bluff 17Skill Mastery (+22) / (+31 w. Forever Charismatic) Notice 13Skill Mastery (+14) Sense Motive 11Skill Mastery (+12) Sleight of Hand 2 (+7) Stealth 3Skill Mastery (+8) Feats: 30PP Challenge [Fast Feint] Defensive Roll 1 Distract Dodge Focus 10 Evasion 2 Fearless Improved Initiative 1 Inspire 4 Jack-of-All-Trades Luck 3 Move-by Action Skill Mastery (Bluff, Notice, Sense Motive, Stealth) Taunt Uncanny Dodge 2 [Visual, Auditory] Powers: 6 + 1 + 8 + 27 + 1 + 3 + 2 + 2 + 32 + 3 = 85PP Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages) [6PP] (Alien, Genetic) Enhanced Feat 1 ("Forever Uniform") (Quick Change) [1PP] (Pixie Dust) Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Pixie Dust) Trickster Array 12 (24 PP Array; Feats: Alternate Power 3) [27PP] (Magic, Pixie Dust, Training) BP: Enhanced Charisma 24 ("Forever Charismatic") {24/24} AP: Illusion 10 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 4) (Area: 100 ft.) {24/24} AP: Illusion 5 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft.) {24/24} AP: Obscure 6 ("Hide & Seek"; Affects: Visual, Auditory; Extras: Independent [+0], Selective Attack, Total Fade; Flaws: Action [Full Round]) (Duration: Independent [24 rounds], Radius: 250 ft.) {24/24} Immunity 1 ("The Forever Boy"; Immunity: Aging) [1PP] (Alien, Pixie Dust) Luck Control 1 ("Forever Lucky"; Option: Force Rerolls) [3PP] (Alien, Genetic) Protection 2 ("Tough") [2PP] (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 14.5 (29 PP Array; Feats: Alternate Power 3) [32PP] (Magic, Pixie Dust, Training. Additional descriptors on each power) BP: Damage 14 ("The Forever Weapon"; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, incurable, Mighty, Precise, Stunning Attack, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]; Extras: Penetrating 5) {29/29} (Light, Slashing Damage Type) AP: Blast 12 ("Pixie Blast"; Feats: Accurate 3, Homing, Precise) {29/29} (Light, Impact Damage Type) AP: Dazzle 12 ("Fireworks"; Affects visual senses; Feats: Accurate 3, Incurable, Reversible) {29/29} (Light, Sound) AP: Snare 12("Binding Bands"; Feats: Accurate 3, Indirect 2) {29/29} (Solid, Light) Super-Senses 3 ("Never Senses"; Danger Sense [Sense Types: Hearing], Audio [Sense Type: Audio, Default Extras: Acute, Radius, Ranged, Extras: Accurate]) [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 +6 Binding Bands 120 ft. DC22 Ref (staged) Entangled/Bound +12, Indirect 2 Fireworks 120 ft. DC22 Ref (Staged) Visual Senses Useless +12, Incurable Pixie Blast 120 ft. DC27 Tou (staged) Damage +12, Homing (1 attempt), Precise The Forever Weapon Touch (Up to 10 ft.) DC31 Tou (staged) / DC 26 Fort (staged) Damage / (Dazed/Stunned/Unconscious) +8, Crit 18-20, Incurable, Precise Endless Forms Perception DC20 Will (staged) Tricked if disbelieving illusion N/A Endless Forms Most Beautiful Perception DC15 Will (staged) Tricked if disbelieving illusion N/A Totals: Abilities (36) + Combat (26) + Saving Throws (20) + Skills (12) + Feats (30) + Powers (85) - Drawbacks (2) = 207/212 Power Points
  24. 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
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