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  1. GM It was just that time of the week in Claremont Academy. A routine check in with some of the students. The faculty has decided to test a few of the younger heroes. As such Baz, Vueriz and Michael would be called and led to the basements under the Academy, to the Doom Room. A large facility with a hexagonal floor, white and grey walls and a high ceiling. Above them was the observation room. A figure could be seen from within, the supervisor for today’s session. “Greetings students.” The man spoke up through the intercom. “We are here to evaluate your abilities. Some of your fellow students have volunteered to help you with this. Please use your abilities as you see fit.” Should any of them look to the far end of the room, they could notice a platform that had risen up fifty feet above them. On that platform they could see the familiar figures of Daniel and Iris, tied up together there, they seemed to be tied with chains that had three locks on it. “HEY GUYS!” Daniel called out while Iris just rolled her eyes and muttered something under her breath. The students could also see that there were three platforms rising up at different levels, they were all quite large, stretching from one end of the Doom Room to the other. Each platform had platform would have different environments simulated on them. The first and closest to the ground, had a forest theme to it. Trees, rocks and boulders could be seen on it. The next platform up seemed to have a city simulated on it. Or at least an urban area, small houses could be seen on it. Finally, the top seemed to look like the interior of a space ship. The supervisor would speak. “The object of this exercise is to rescue your fellow students. Each platform you see with spawn an enemy of a specific type. There are also three keys, one on each. You must find the keys to free them. Please take some time to prepare. You start in five minutes.” ( @Kaede Kimura @Supercape @Poncho )
  2. May, 2024 The school year was slowly winding down. In the next month, Claremont would be finished for the year. The seniors would be moving on, and everyone else would be moving up. A new batch of Freshmen would be moving in. The Barking Raven Arcade, in Riverside, was offering discounts on tokens for the last few weeks of the School Year; a strategy to get bored students in and maybe make them think about spending their summer playing on the flashing screens. For students who were burnt out on studying finals or projects, Barking Raven offered a reprieve. The arcade was a fairly large fixture on Dikto street; a broad building with two stories and an open central area once you entered through the doors. It had both games one could play for tickets- and a massive wall of prizes- and competitive arcade and single player games; it had cabinets of shooters, racing games, DDR, and fighting games alongside basketball games, skeeball, and the like. It was a place for everyone, despite the turned down lights, and it offered all you could want for a day where you didn't want to think about school work anymore. Michael had started sending texts beginning in the morning. It had been free to spread to anyone at the school; after all, it was easy for one friend to tell two friends and so on. In that way, it was known within Claremont that there was an excursion planned out to head to Barking Raven and take a break before the very very end of the school year. He had also been clear that if anyone didn't have the spare cash but wanted to go, he would pay for their arcade adventure. Michael himself had arrived not long after ditching his Claremont uniform for a very simple t-shirt and jeans combo that looked almost nothing like Michael Adon, and he was currently blasting zombies on a House of the Dead machine. His constantly around friend Sam had decided to camp on a Street Fighter VI Machine, where she was playing Juri against anyone who decided to try and go a few rounds.
  3. Sunday February 18, 2024 Late afternoon After over a day and a half of fun in the water and sun at the Harrow estate on Wakaya Island, Fiji (in addition to some more serious topics), it was unfortunately time for the Claremont Academy students to return back to Freedom City for the start of the next school week. After about an hour or so of chaos, everyone was eventually gathered back on the large deck at the back of the main house for Lawrence Harrow to teleport them all back to campus. As the group of teens stepped into the temporal portal Lawrence created once again, they initially felt a similar sensation to what they had the day before when transported to the South Pacific. But suddenly, rather than stepping out the other side of the portal back at the Main Quad at Claremont, the teens felt as if something tugged on them, causing each to stumble forward and as the world reformed around them and they were not at Claremont Academy. Lawrence Harrow, Parker Powers, Mizuki Iwasaki, Baltazar Botez, Consuelo Nunez, Ryan Jacobs, Vueriz, and Michael Adon all found themselves in a dead end alleyway between a pair of three story buildings. Out past the open end, they could see and hear a large crowd of people gathered, though none seemed to notice the sudden appearance of the teens. The weather was cool, but much warmer than the February cold they had expected. The teens were still in the clothes they had been wearing, and Vueriz had her skyboard, but all the rest of their bags and other things were nowhere to be seen. Wearing a pair of jeans and a red Arsenal hoody, Lawrence looked about the alleyway, a concerned expression on his face before he seemed to focus on something distant and out of view. "This is not right." He simply stated, a hint of concern evident in his refined British accent.
  4. 2024 - 2025 Claremont Academy School Year begins September 9th! 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 Monday, September 9th. Dormitory move-in dates begin the prior week prior on Tuesday, September 3. 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!
  5. Riverside Freedom City, New Jersey Friday March 15, 2024. 9:20 PM Located in Riverside, Midnight Hour was Freedom City's only underage nightclub. As such, it was often a popular spot for high school students and younger college students unable to get into twenty-one and over establishments. Tonight, the club was particularly crowded for the live performance of the band Multiplicity, which had an ever growing social media presence in the last two months. Tickets for the venue had been sold out for weeks, and the club was packed to capacity with people. In the crowd were several students from Claremont Academy, as the lead singer, Bernadette O'Connell, was a senior at the school (and the other members of the band were alumni of the school as well). The Irish teen had provided free tickets for any of her fellow students that had wanted to attend. Backstage, Bernadette was waiting with the other members of her band for the start of their set. The Irish teen was wearing a red and black plaid skirt, a white dress shirt with a red tie, over which she wore a black leather jacket. Two of the redhead’s duplicates stood a short distance away, both wearing jeans and long sleeve T-shirts, one had on a brunette wig, the other a blonde wig, which, together with the shadows toward the back of the stage would help conceal that the backup singers looked very similar to the lead singer. Standing nearby was the lead guitarist, Summer Sands, who was dressed in black jeans and long sleeve T-shirt. As was often the case, Summer was focused on last minute adjustments to her guitar and was blocking out most everything else in preparation for the show. The other two members of the band, Mark (the drummer) and John (the base player), were standing where they had a partial view of the stage and the some of the crowd gathered in the club. "Wow, looks like a full house." Mark commented. Bernadette walked over and glanced out a grin coming to her face. "I told ya that Neko could help increase boost engagement an' get us noticed." She glanced over at the clock on the wall. "Almost time fer us ta get out there."
  6. Bounce Power Level: 10 Effective Power Level: 8 Power Points: 150/152PP Unspent Power Points: 2pp Trade-Offs: No Offensive, Defensive switch between TOU+4/Def-4, TOU+0/Def+0 and TOU-4/Def+4 In Brief: Happy-go-lucky shapeshifter hero! Catchphrase: "Let's Bounce!" Main Theme: Welcome to the Show - Britt Nicole Other Themes: Playlist Alternate Identity: Matilda 'Mattie' Hopper aka Bouncin' Mattie Birthplace: Rumblefall, Kansas Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy, Freedom City Occupation: Student Affiliations: Claremont Academy Family: Jonathan 'Johnny' Hopper (Father, born 1982), Veronica 'Ronnie' Hopper (Mother, born 1983), Samantha 'Sammie' Hopper (Sister, born 2011), Duke Hopper (Paternal grandfather, born 1945) DESCRIPTION Age: Born May 23rd, 2008 Gender: Female Ethnicity: Caucasian Height: 5’6’’, but variable Weight: 120 lbs., but variable Eyes: Brown, shapeshifted purple when in heroic identity Hair: Black, shapeshifted purple when in heroic identity Mattie is a slim and athletic young woman with short black hair big brown eyes. She usually wears loose clothing in bright colors, preferring shorts and t-shirts. She is almost always smiling and enthusiastic. As Bounce, Mattie generally wears a formfitting purple costume with white details and lines on her sides and chest. Using her shapeshifting abilities, including shifting her eye and hair color to purple, changing her hairstyle and shifting her features enough that no one should be able to recognize her as Mattie. While her costume is usually consistent, it changes along with Mattie and can quickly change in both design and color. HISTORY Rumblefall's a nice little town in Kansas. Everyone knows everyone, and while the town has its share of troublemakers, everyone generally gets along. It is also the only place that one Matilda 'Mattie' Hopper has ever known, growing up as everyone's favorite kid sister and friend, always out to make everyone smile and be happy. It could've continued on like that forever, and Mattie would've been more than happy, but Rumblefall has a secret, y'see. One that they keep secret from outsiders. One fateful night when Mattie was 14, glowing colorful meteors fell from the sky, raining down all over the town and the surrounding area. Anyone that found one of these meteors and touched them got some kinda power. Some folks decided to use their new powers to settle old disputes, causing all kinds of trouble in Rumblefall. Almost like those meteors made them want to cause trouble, to use their new powers. Mostly minor stuff, nothing that'd get any big time super heroes involved, but it was enough to be enough to be a nuisance, and some people got hurt. Mattie couldn't just stand by and let that happen. She decided she had to do something about, so out she went, looking for a meteor of her own. Something that could give her the power to help people. She found a pretty purple one, embedded deep within an old oak tree. Now, some folks got real strong, some got real fast. Some could shoot lasers outta their eyes, sneeze lightning or fart storms. Maybe they could grow to giant size, or just got real good at talkin' to their livestock. But Mattie? Mattie could bounce. Bouncin' Mattie made her way around Rumblefall, quickly becoming a local hero that'd show up to stop the troublemakers. It was good times for the young hero, and she would just as readily stop a bad guy by making friends with them than she would by beating them up. Family feuds, big trouble, cattle herds going crazy or that one guy that kept trying to rob the local store? Mattie'd be there to stop 'em, and it would all be one big adventur. Mattie's first big challenge came when the Devil's Advocates rolled into town and claimed it as their own. She couldn't just stand by and let some no good biker gang do something like that, but they just proved too strong for her to handle on her own. Still, she kept going, rising to the challenge, but she wouldn't be alone. Everyone in town that she had helped or fought, they all joined up, and together they drove the bikers out of town. With everything at peace again, Mattie went back to her usual life, but driving the Devil's Advocates out of town created ripples that Mattie's previous antics didn't. Claremont Academy in Freedom City sent someone out to look. They found Mattie and offered her to join the school. It took some time, convincing, and maybe a firm push from the her family and the people of Rumblefall, but Mattie finally took the offer. Now she finds herself in a strange new place called Freedom City, where super people fly across the sky, super crime and villains are much more dastardly than back home, and you even got to keep your real name secret from everyone. It's a change for sure, but Mattie's always been flexible and adaptible, and sometimes, all you can do is bounce along. PERSONALITY & MOTIVATION Mattie is an enthusiastic and outgoing young woman, who just wants to use her powers and abilities to help others. She is friendly and talkative, and while she genuinely only means well, her constant talking and jokes can be annoying to some. Mattie honestly just wants to be friends with everyone around here. Unused to the city life, both in terms of regular life and super heroics, Mattie can sometimes come off as naive, even if she is a quick learner. She is generally not happy about the greater violence than what she is used to, and meeting more genuinely evil rather than misguided opponents, actual villains, instead of what was mostly just petty squabbles back home in Rumblefall, and she can at times feel overwhelmed by the situations she now faces. Still, she is flexible, and it seems clear that she will adapt, given enough time. A genuine hero at heart, Mattie nonetheless still has a lot to learn. POWERS & TACTICS Mattie's powers appear somewhat cartoony at first, like she has a rubber body that she can shift to anything. She can stretch her body, completely shift it into other forms and configurations, grow wings, become a plane or car, grow claws, turn her hands into drills, grow armor plates, shift her appearance to that of anyone real or imagined, grow additional limbs, put herself back together when hurt, and just about anything else she can think of. Owing to her unique physiology, she is incredible resistant to any kinds of physical damage, and she can easily shift her form to either make herself sturdier or quicker moving, becoming harder to hit. Even Mattie doesn't quite realize the depths and limits of her powers. So far, there is nothing she has tried to do that she haven't been able to do. In combat, Bounce tends to rapidly shift her form, stretching to hit enemies from afar and try to keep everyone that she can safe. She will become whichever form or shape that finds most useful, or just the most fun, for a given situation. COMPLICATIONS Advocating Against the Advocates: One time, a group of bikers rolled into Rumblefall and caused trouble. Their leader had some kind of demonic powers, but Mattie took care of them, saving the day as usual. Too bad that they were part of the Devil's Advocates, and now that Mattie is in Freedom City, the rest of the gang might come looking for her. The GM can award Mattie a Hero Point if they make the Devil's Advocates appear to cause trouble for Mattie, or have their hatred of her escalate a situation. Country Mouse: Mattie's from the small town Rumblefall in Kansas, where she mostly dealt with local super hero stuff, which was rarely anything beyond petty squabbles among the sometimes suddenly empowered townspeople. As such, she can sometimes be overwhelmed by the brutality or sheer evil she might face in Freedom City, giving her pause while she adjusts. If this happens, the GM can, for instance, affect Mattie with the Dazed condition in combat or give her a setback in a social situation and, in turn, give her a Hero Point. Naive: Calling Mattie naive is maybe a bit harsh, but she at least always wants to believe the best about everyone, or at least until she figures out if they are bad guys. The GM can make Mattie automatically fail a Sense Motive check or other social check and be tricked by a bad guy, giving her a Hero Point in return. Rubber Body: Mattie's body is decidedly inhuman, seemingly composed of a sort of rubbery substance. While she appears to have all the organs and bones that one would expect, this seems to be subject to the shape that she chooses for herself. Any medical examinations, even as simple as checking for vitals, can be very difficult, even more so if Mattie is in a non-human shape. The GM can award Mattie a Hero Point if her powers makes it difficult for others to help her with medical issues or other issues related to her body. Secret Identity?: Back in Rumblefall, everyone knows everyone, and there were no need for Mattie to keep a secret identity. Now that she's in Freedom City, that obviously has to change, but despite being told to do so and having her powers that easily lets her hide her identity, Mattie isn't always the best at keeping her secrets. The GM can award Mattie a Hero Point if her actions in fumbling her secret identity worsens a situation. ABILITIES 4 + 4 + 4 + 2 + 0 + 6 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) COMBAT 6 + 8 = 14PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +3 Base, +8 Melee (+3 Base, +5 Attack Focus [Melee] Defense: +4 (+4 Base), +2 Flat-Footed, Bouncy Shape +8 (+4 Base, +4 Dodge Focus), Fluid Shape +12 (+4 Base, +8 Dodge Focus) Grapple: +16 (+3 Base Attack, +5 Attack Focus [Melee], +2 Strength, +6 Elongation) Knockback: Fluid Shape -2 (4/2), Bouncy Shape -4 (8/2), Sturdy Shape -6 (12/2) SAVING THROWS 4 + 4 + 6 = 14PP Toughness: Fluid Shape +4 (+2 Con, +2 Protection), Bouncy Shape +8 (+2 Con, +6 Protection), Sturdy Shape +12 (+2 Con, +10 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+0 Wis, +6) SKILLS 44R = 11PP Acrobatics 8 (+10) Diplomacy 7 (+10) Escape Artist 3 (+5) Gather Information 7 (+10) Medicine 5 (+5) Notice 10 (+10) Search 4 (+5) FEATS 11PP Acrobatic Bluff Attack Focus [Melee] 5 Improved Initiative 1 Luck 2 Takedown Attack 2 POWERS 6 + 10 + 10 + 12 + 2 + 27 + 13 = 80 All powers have the descriptors Mutation, Physical and Shapeshifting unless otherwise noted Elongation 6 (250 ft.) [6PP] (Descriptors: Elongated Girl) Immunity 20 (All Non-Lethal Physical Damage; Flaws: Limited [Half Effect]) [10PP] (Descriptors: Physical Resistance) Malleable Body Array 4 (8DP Array; Feats: Alternate Power 2) [10PP] BP: {4 + 4 = 8/8PP} (Descriptors: Bouncy Shape) Enhanced Feat 4 (Dodge Focus 4; Total Defense +8) [4PP] Protection 4 (Total Toughness +8) [4PP] AP: Protection 8 (Total Toughness +12) {8/8} (Descriptors: Sturdy Shape) AP: Enhanced Feat 8 (Dodge Focus 8; Total Defense +12) {8/8} (Descriptors: Fluid Shape) Morph 4 (Any form with same mass; Diguise +20) [12PP] (Descriptors: Shapeshifter) Protection 2 [2PP] Shapeshift 3 (15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action 2 [Free]) [27PP] (Descriptors: Megamorph) Sample powers Shifting Strikes Array 5.5 (11PP Array; Feats: Alternate Power 2) [13PP] BP: Damage 6 (Feats: Improved Critical 2, Mighty, Variable Descriptor 2 [Any shapeshifting]) {11/11} (Descriptors: Shapeshifted Strike) AP: Snare 8 (Extras: Engulf (+0); Flaws: Range [Touch]; Feats: Obscure Senses 2 [Sight, Hearing], Reversible) {11/11} (Descriptors: Wrap-Around) AP: Stun 8 (Flaws: Action [Full]; Feats: Improved Critical 2) {10/11} (Descriptors: Massive Strike) DRAWBACKS DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch, 250 ft. DC17 Tou (staged) Damage +8 Shapeshifted Strike Touch, 250 ft. DC23 Tou (staged) Damage +8, Crit 18-20 Wrap-Around Touch, 250 ft. DC23 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Massive Strike Touch, 250 ft. DC23 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20 Totals: Abilities (20) + Combat (14) + Saving Throws (14) + Skills (11) + Feats (11) + Powers (80) - Drawbacks (0) = 150/152 Power Points
  7. Jack

    Arctus

    Vanya "Jack” Davydov Power Level: 10/built to 8 (150/153PP) Unspent Power Points: 3 Trade offs: -5 Defense/ +5 Toughness In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Jack was born with latent Shaman powers that have been augmented by a soul bond with a polar bear spirit, allowing him to tap into primal ice magic. Alternate Identity: Arctus Birthplace: St. Petersburg, Russia Residence: Southside Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 16 (DoB: March 11, 2008) Apparent Age: 18 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” Weight: 300 lbs Eyes: Blue Hair: White Jack is a giant among teens, and even among adults and he sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin, white hair, and is extremely well built prompting anyone who saw him to immediately wonder if he is on steroids (he isn't, but having a giant polar bear spirit bonded to you has some good side effects.) Jack is a soft spoken person by nature, but has always carried a big stick, as is the expression. Despite this calm demeanor, the chaotic nature of his beast bond can often make him quick to show emotions like anger and it is a constant battle to keep his temper in check when he feels himself or perceived territory is threatened, or friends are in danger. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Other kids his age would often make fun of him for always talking about nature and different adventures he had had, but this only served to toughen his skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, always feeling he has to save everyone. Jack has quite a number of large scars across his torso, arms and legs, sustained during the polar bear attack. These scars emit a soft glow from the magic energy stitching them to the bear spirit. His connection to his Bear Spirit grants him immunity to the cold, but In most warmer climates his body overheats, so Jack typically wears very little, just enough to be modest in most cultures. This typically consists of either basketball or cargo shorts and a hoodie with the sleeves torn off, which is often left unzipped. so the lack of clothing helps to some extent. Jack rarely wears shoes, as he finds them uncomfortable, preferring the feel of nature beneath his feet. He will, however, wear flip flops or sandals when needed in urban settings. When he changes, he will typically remove the hoodie so it doesn’t get destroyed. In his Alternate Form, Jack becomes a giant Werebear covered in frost and ice. Depending on the climate, he typically has vapor coming off him, as he is much colder than the surrounding air. History: Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messing with someone he deems under his protection. Powers & Tactics: Jack is a brawler by nature, his bear spirit always seeking to prove itself dominant in any situation. He is a Tank and enjoys being the center of attention in a fight, as he sees it as protecting everyone if they are busy with him. He makes use of his heightened senses and ice magic, but he is still in the early stages of implementing them in ways besides smashing. Power Descriptions: His attacks are Bludgeoning or Slashing damage with his fists and claws (possibly with cold damage later), and piercing with his teeth. His abilities come from the Bear spirit within him, so his power descriptors would be Magic. He has Soul Tattoos as part of his shaman magic. These appear as glowing scars on his skin in base form. (Think Last Airbender) Complications: Animal Within: Jack’s connection to the Bear spirit bonded to him tends to give off an aura that makes other animals, and even people, view him as competition, or with suspicion. His connection to the spirit also means he can sometimes be unusually aggressive and will not run from a fight where his bear feels his dominance is in question, and if he loses a fight for dominance, he will often fall into depressive stupor. Always Hungry: The bear spirit within him gives Jack a very big appetite, especially after using his abilities. He is always eating something and if he doesn't keep his hunger sated, he can begin to fall into a hibernation like state and become lethargic. Rgggh: In his Alt Form, Jack can have a hard time articulating complex words, and especially words that begin with an R sound. This can often get worse the more he gets frustrated or angry, to the point where it just sounds like he is constantly growling. Colorblind: Jack can't distinguish colors; everything looks grayscale. This can cause him to become hyper focused and distracted by color control abilities. Soul Bound Scars: The soul binding twisted his spirit with the polar bear, and the scars from that desperate action were imperfect, leaving his Magic changed and the scars emit an icy glow when in use, which can be clearly seen in low lighting, as the spirit magic overflows and spills out. This also makes him light up like a beacon to those sensitive to magic. Snowy Paws: In his base and alternate forms his skin is very cold to the touch and can sometimes cause frost to form on things he touches. Additionally in Alternate Form his giant paws make it hard to handle small objects or perform dexterous tasks. Empathic Healing: Jack’s Shaman Magic allows him to heal damage, but to do so he has to take energy from something else to do so, or he has to use his own energy and that can become quite taxing for him. The bigger the damage, the more likely it is to leave him fatigued. Trade offs, Defense for Toughness Abilities: 8 + 0 + 6 + 0 + 6 + 10 = 30PP Strength 26/18 (+8/+4) Dexterity 10 (+0) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 16 (+3) Charisma 20 (+5) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4, +9 melee, +8 melee AF [+4 base, +5 Attack Focus, -1 Growth] Grapple: +13/+22 Defense: +4, +3 (+4 Base, -1 Growth), +2 Flat-Footed Knockback: -3, -10 including size Saving Throws: 5 + 5 + 5 = 15PP Toughness: +6 (+3 Con, +3 Protection) +13 AG (+5 Con, +8 protection) Fortitude: +8/+10 (+3/+5 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 68R = 17PP Climb 4 (+8/+12) Concentration 5 (+8) Craft [Artistic] 8 (+8) Handle Animal 7 (+10) Intimidate 5 (+10, +20 from AF) Knowledge(Art) 4 (+4) Knowledge [Arcane Lore] 5 (+5, Skill Mastery) Knowledge [Theology and Philosophy] 5 (+5, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 8 (+11 Skill Mastery) Sense Motive 7 (+10) Survival 8 (+11, Skill Mastery) Stealth 0 (+0/-4) Feats: 12PP All-Out Attack Attack Focus [melee] 5 Animal Empathy Improved Grab Improved Grapple Power Attack Skill Mastery (Survival, Notice, Knowledge Arcane Lore, Knowledge Theology and Philosophy) Takedown Attack Powers: 4+ 19 + 43 = 66PP Shaman Soul Scars (Linked Powers): Immunity 1 (Polar Spirit; Environmental Condition[Cold]) 1PP (Magic) Protection 3 (Thick Skin) 3PP (Magic) Polar Shaman (Magic): Cold Control Array 8 (Magic 16PP Array, 3 Alt Powers) [19PP] Base: Cold Control 8 (Cold Hands, Magic, Range: 80ft Radius: 1000ft DC18) [16PP] Alt: Create Objects 8 (Ice Sculptures, Magic, Range: 80ft, Max Size: 8x 5’ cubes DC18) [16PP] Alt: Healing 8 (Ebb and Flow, Magic, +8 Recovery check) [16PP] Alt: Blast 8 (Boulders/Spikes, Magic, Range: 80ft, DC23) [16PP] Frost Bear (Magic): Alternate Form 8.6 (Werebear Form; 43PP Container) [43PP] (Magic) Damage 0 (Claw Strike; Extras: Penetrating 5; Feat: Mighty 1, Improved Critical 18-20) [8PP] Enhanced Skill 8 (Intimidation) [2PP] Enhanced Feat 2 (Improved Pin, Takedown Attack) [2PP] Growth 4 ("Bear Size"; Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 3.7 tons]; Flaw: Permanent) [12PP] (Linked with Morph) Morph 3 (Werebear Form) [3PP] (Linked with Growth) Movement Array 05 ("1pp; PFs: Alternate Power 2) [3PP] BE: Speed 1 (10 MPH, or 105' per round; Feats: Alternate Power 2) {1/1} AP: Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) {1/1} AP: Swimming 1 (2.5 MPH or 25' per round) {1/1} Protection 5 (Frost Armor) [5PP] Super Senses 4 (Bear Senses; Danger Sense [Olfactory], Darkvision, Tracking 1 [Olfactory]) [4PP] Super Strength 2 (Bear Strength) [4PP] Drawbacks: -3 -3 = -6PP Involuntarily Change (uncommon, Major DC 15 to avoid, Anger) [-3PP] Vulnerability: Fire Magic (common, Moderate x1.5 save DC) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed, Base Touch DC 19 Toughness Damage Claws Touch DC 24 Toughness Damage Unarmed Touch DC 23 Toughness Damage Totals: Abilities (30) + Combat (16) + Saving Throws (15) + Skills (17) + Feats (12) + Powers (66) - Drawbacks (6) = 150/153 Power Points
  8. Harlequin Power Level: 12 (180/181PP) Built as PL8 Unspent Power Points: 1 Trade-Offs: +4 Defense / -4 Toughness In Brief: Prince of Ogres and Goblins fated to nobility and heroism. Catchphrase: “Might I have your name?” Theme: Born to be a Killer - Chase Noseworthy Alternate Identity: Alden Underwood (Human Name, Secret), Eòghann Soillearsgian, Prince of the Shadowed Places (True Name, Secret) Birthplace: Kingdom of Goblins and Ogres, Avalon Residence: Claremont Base of Operations: Freedom City Occupation: Student, Prince Affiliations: Claremont Academy, Ogres and Goblins, Unseelie Fae, Aes Sídhe Family: Muireadhach the Goblin King, Mòrag the Ogre Queen, Cathán the Unseelie (Secret) Description: Age: 16 (DOB: 1 November 2008) Ethnicity: Fey (Natural Form) / Caucasian (Human Form) Height: 5’5” Weight: 113lbs Eyes: Yellow (Natural Form) / Green (Human Form) Hair: Blonde Eòghann has a thin, lithe figure, possessed of grace beyond the normal for humanity, even when he's disguised as a human the perceptive can see it, his movements are too smooth and any accidents seem planned to be only the most minor and harmless. In both his normal human disguise and his natural form his face is elfin and beautiful, his combined heritage softening the sharp features of his goblin father and thinning the more bulbous features of his ogre mother to produce a face that bears graceful, gently curved lines. In both forms he possesses flowing golden locks that if straightened the tips would reach his shoulders, but instead creates loose curls around his face and ears instead. Below elegantly arched eyebrows his eyes are bright and focused, mischief dancing within them when he relaxes, a golden yellow when in his natural form and bright green when disguised. In his natural form his skin is a dusky green-blue hue, his teeth pointed and sharp, and his ears are long and pointed, both of which are hidden beneath lightly tanned and freckled skin and human teeth and ears. His clothes tend to reach the Romantic Era and be no more modern, given to ruffles and other trappings of the era. When going out as a hero he wears a harlequin costume and masquerade mask, painting what of his skin is visible white, or using his illusions to the same effect if he does not have time to apply the paint normally. History: Eòghann's parents are powerful rulers in the lands of Faerie, the King of Goblins and Queen of the Ogres each rule their fearful throng. But both wanted more, and harbored a great affection for the other. So motivated they arranged to be wed, so that their peoples may be joined and their might combined. There was but one foible. They were without child. No matter how the royal couple tried, an heir eluded them, and as the other fruits of their union grew, they became ever more desperate to secure their legacy, and their rising station amongst the Unseelie Courts. So driven they invoked the True Name of Cathán, a mighty knight of the Aes Sídhe, binding him to weave his magics to allow them to sire a child. Cathán was incensed at the invocation of his Name, but nonetheless intrigued at the audacious request and so he bestowed three blessings and one curse upon the child, unbeknownst to the King and Queen. The babe would be powerful, beautiful and share in his own blood, his own secret heir. But he would also possess a nobility of spirit that would never be quenched. Eòghann was born on the morn of Samhain, and from the moment of his birth could never understand what might be wrong with him. He took the lessons in stride, learning from the mightiest Ogre Mages and the most devious Redcaps and exceeding in his studies far beyond his years. But his heart was never settled, and he could never bring himself to fully embrace the darker teachings, the thieving of names and infants, the slaughtering of livestock and laying of traps. Still he did his damnedest to meet the expectations of his parents and tutors, while sneaking out during his free time to undo the damage caused as best he could. This charade has continued until his sixteenth year. His parents had their most devious plan yet. Their son would infiltrate the world of Men beyond Avalon, and ensnare the latest generation of their great heroes in Fae schemes, and graduate with new champions in his thrall! Personality & Motivation: Eòghann is gregarious and enjoys having company, having not been around many peers growing up. He is still muddling through the mess of expectations that his parents, tutors and culture laid upon him prior to leaving for the human world, and how they interact with his own morals and knowledge, leading to uncertainties and insecurities which he covers with mischief and bravado. At his heart Eòghann wishes for everyone to get a happy ending, be they man, ogre or goblin, which is at the core of his crisis: How can he make everyone happy? Powers & Tactics: Eòghann is an accomplished mage for his age, able to disguise himself as both people and animals, cast illusions, make plants grow wild and strong and conjure weapons made of shadows, immaterial blades which attack the very soul for as long as they remain embedded within the foe. The spell he is most proud of is his ability to shield others from harm, a shield of light and silver in the shape of a Harlequin mask springing up between them and whatever would do them harm, an ability he developed while trying to undo the damage his lessons caused. In addition, Eòghann is practiced in the art of stealing names, able to through a mix of guile and magic weasel past the defenses of the wary to claim their names, which he can then use to work more insidious magics upon them, able to confuse and control the mind but here too he has found a way to twist the magic to help others, able to grant others access to his magical techniques although it is a very tiring practice. Finally he is able to channel his magics to disguise himself, teleport, burrow and regenerate. In addition he can comprehend any language spoken or written and speak to anyone. Complications: Thy Truest Name Invoking Eòghann's True Name grants one power over him, allowing the individual to control the young Prince. Anyone who knows Eòghann's full True Name can command him as though via Mind Control with ranks equal to their Power Level or his, whichever is greater. Under Revealing Light The light of the full moon and similar phenomena dispel falsehoods, rendering many of Eòghann's magics ineffective. Under the light of the full moon, or after being affected by a power with the Light descriptor as well as the Blessed/Celestial/Holy and/or Silver descriptors, Eòghann's Shapeshifting, Illusion, and Glamour powers are nullified. I Bar Thee from Entry A location warded with charms of Iron, Rowan, or a line of Salt around the entrance is barred to Eòghann. Eòghann is unable to willingly enter a location warded with Iron, Rowan or Salt. The Tongue of Thine Birth Eòghann’s magic allows him to understand and be understood by anyone, but this could also help reveal his secrets. Eòghann always speaks in listeners native language, this can raise suspicion if there's no way for him to have known the listeners native tongue, doubly so if there's no reasonable explanation for how he knows it. Prince of the Unseelie Eòghann may have worked to repair the damage he caused under his tutor’s guidance and his parent’s expectations but he did so under disguise, and so those who see his true form will see only the dark prince. When not disguised, Eòghann may be recognized by witnesses, who may respond to the prince negatively. Abilities: 0 + 16 + 8 + 4 + 8 + 16 = 52PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 26 (+8) Combat: 16 + 8 = 24PP Initiative: +8 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 0 + 2 = 2PP Toughness: +4 (+4 Con) Fortitude: +4 (+4 Con) Reflex: +8 (+8 Dex) Will: +6 (+4 Wis, +2) Skills: 72R = 18PP (1PP = 4 Skill ranks) Acrobatics 3 (+11) (Skill Mastery) Bluff 6 (+14) Diplomacy 6 (+14) Disguise 2 (+10/+20 [Morph]) Gather Information 6 (+14) Intimidate 6 (+14) Knowledge (Arcane Lore) 10 (+12) Languages 0 (Fae [Native]) Notice 12 (+16) (Skill Mastery) Perform 2 (+10) Sense Motive 12 (+16) (Skill Mastery) Stealth 7 (+15) (Skill Mastery) Feats: 18PP Luck 2 Ritualist Dodge Focus 8 Benefit (Fey Royalty) Benefit (Wealth) 3 Evasion 1 Skill Mastery 1 (Acrobatics, Notice, Sense Motive, Stealth) Uncanny Dodge (Auditory) 1 Powers: 39 + 18 + 9 + 6 + 1 = 73PP All powers have the following descriptors: (Magic, Fae, Goblin, Ogre, Trickery) Magic Array 18 (36PP Array; Feats: Alternate Power 3) [39PP] Additional Descriptor(s): None BP: Damage 8 (Shadowstuff Blades; Extras: Alternate Save [Will], Duration [Concentration], Penetrating 6; Feats: Affects Insubstantial 2, Extended Reach 3, Split Attack) {36/36PP} (Piercing, Shadows, Soul) AP: Illusion 8 (Faerie Mirage; All Sense Types; Feats: Progression 2 [Area, 25ft.]; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) {32/36PP} AP: Create Object 15 (Plant Growth; Extras; Duration [Continuous], Impervious 4; Feats: Innate, Precise, Progression [Area, 10ft. Cube], Subtle; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Permanent) {36/36PP} (Plant, Wood) AP: Deflect 12 (Shield of Silver; All Attacks 3PP/Rank; Extras: Range [Ranged]; Feats: Triggered 2; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Limited [Only Deflect Attacks Against Others]) {36/36PP} (Light, Silver) Name Invocation Array 8 (16PP Array; Feats: Alternate Power 3; Drawbacks: Power Loss 1 [When unable to speak]) [18PP] Additional Descriptor(s): (Curse, Sonic) BP: Transform 8 (Name Stealing; Mental Transform 2PP/rank; Target Forgets Name(s); Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle; Drawbacks: Reduced Range [5 Increments]; Flaws: Requires Opposed Skill Check [Bluff]) {16/16PP} (Interaction) AP: Mind Control 8 (Command the Named; Extras: Conscious; Flaws: Limited [Requires Target to be effected by Name Stealing]) {16/16PP} AP: Confusion 8 (Curse the Named; Extras: Insidious; Feats: Incurable, Reversible; Flaws: Limited [Requires Target to be effected by Name Stealing]) {10/16PP} AP: Share Magic adds (Extras: Affects Others, Range [Ranged]; Feats: Progression 2 [5 Targets]) to Magic Array (Feats: Subtle; Flaws: Limited [Requires Target to be effected by Name Stealing], Tiring) {14/16PP} (Blessing) Might and Mischief 3 (6PP Array; Feats: Alternate Power 3) [9PP] Additional Descriptor(s): (Bloodline) BP: Morph 2 (Glamour; Any Humanoid 2PP/Rank; Extras: Duration [Continuous]) {6/6PP} (Disguise, Illusion) AP: Burrow 3 (Goblin Tunnels; Extras: Area [15ft. Tunnel], Penetrating; Flaws: Distracting) {6/6PP} (Earth) AP: Teleport 2 (Fae Escape; Feats: Change Direction, Change Velocity) {6/6PP} AP: Healing 1 (Ogre Toughness; Extras: Action 4 [Reaction, Triggers when struck]; Feats: Stabilize; Flaws: Personal) {6/6PP} Comprehend 3 (Understand and Speak All Languages) [6PP] Comprehend 1 (Read All Languages; Flaws: Duration 2 [Concentration]) [1PP] Drawbacks: -3 + -4 = -7PP Vulnerability (Iron; Frequency: Uncommon [+1PP]; Severity: Major [+100% Effect, +2PP]) [-3PP] Weakness (Iron; Frequency: Uncommon [+1PP]; Intensity: Moderate, -1 Constitution Drain [+2PP], Accelerated Effect: 5 Minutes [+1PP]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Shadowstuff Blades Touch (Ext. Reach) DC 23 Will Damage (Sustained) Name Stealing Ranged DC 18 Will Mental Transform Command the Named Perception DC 18 Will Mind Control Curse the Named Ranged DC 18 Will Confuse Totals: Abilities (52) + Combat (24) + Saving Throws (2) + Skills (18) + Feats (18) + Powers (73) - Drawbacks (7) = 180/181
  9. Okay, this one was quite difficult to make. So many different calls as to what I wanted as complications, drawbacks and powers. I think everything is above board with the exception of the Name Stealing array which DEFINITELY wants ref approval. I did ask Fox to bring up the Requires Opposed Check flaw like two months ago, so I'm hoping that's not too controversial. The other big things are the powers being limited to when the Base Power has been used on a target, which I think shouldn't be too bad given the low effect of the base power and that it uses up a whole turn, but I'm happy for feedback. Finally the elephant in the array is adding Affects Others to his big array, which (assuming I've read the extra right) should let him grant access to his whole array to people in exchange for fatigue/exhaustion etc. The whole extra seems to be in a weird grey area, since similar things like Boost are heavily restricted in ways the Affects Others extra isn't? Feedback would definitely be appreciated there, but I'm hoping that especially with the tiring flaw it's acceptable. Harlequin Power Level: 12 (180/180PP) Built as PL8 Unspent Power Points: 0 Trade-Offs: +4 Defense / -4 Toughness In Brief: Prince of Ogres and Goblins fated to nobility and heroism. Catchphrase: “Might I have your name?” Theme: Born to be a Killer - Chase Noseworthy Alternate Identity: Alden Underwood (Human Name, Secret), Eòghann Soillearsgian, Prince of the Shadowed Places (True Name, Secret) Birthplace: Kingdom of Goblins and Ogres, Avalon Residence: Claremont Base of Operations: Freedom City Occupation: Student, Prince Affiliations: Claremont Academy, Ogres and Goblins, Unseelie Fae, Aes Sídhe Family: Muireadhach the Goblin King, Mòrag the Ogre Queen, Cathán the Unseelie (Secret) Description: Age: 16 (DOB: 1 November 2008) Ethnicity: Fey (Natural Form) / Caucasian (Human Form) Height: 5’5” Weight: 113lbs Eyes: Yellow (Natural Form) / Green (Human Form) Hair: Blonde Eòghann has a thin, lithe figure, possessed of grace beyond the normal for humanity, even when he's disguised as a human the perceptive can see it, his movements are too smooth and any accidents seem planned to be only the most minor and harmless. In both his normal human disguise and his natural form his face is elfin and beautiful, his combined heritage softening the sharp features of his goblin father and thinning the more bulbous features of his ogre mother to produce a face that bears graceful, gently curved lines. In both forms he possesses flowing golden locks that if straightened the tips would reach his shoulders, but instead creates loose curls around his face and ears instead. Below elegantly arched eyebrows his eyes are bright and focused, mischief dancing within them when he relaxes, a golden yellow when in his natural form and bright green when disguised. In his natural form his skin is a dusky green-blue hue, his teeth pointed and sharp, and his ears are long and pointed, both of which are hidden beneath lightly tanned and freckled skin and human teeth and ears. His clothes tend to reach the Romantic Era and be no more modern, given to ruffles and other trappings of the era. When going out as a hero he wears a harlequin costume and masquerade mask, painting what of his skin is visible white, or using his illusions to the same effect if he does not have time to apply the paint normally. History: Eòghann's parents are powerful rulers in the lands of Faerie, the King of Goblins and Queen of the Ogres each rule their fearful throng. But both wanted more, and harbored a great affection for the other. So motivated they arranged to be wed, so that their peoples may be joined and their might combined. There was but one foible. They were without child. No matter how the royal couple tried, an heir eluded them, and as the other fruits of their union grew, they became ever more desperate to secure their legacy, and their rising station amongst the Unseelie Courts. So driven they invoked the True Name of Cathán, a mighty knight of the Aes Sídhe, binding him to weave his magics to allow them to sire a child. Cathán was incensed at the invocation of his Name, but nonetheless intrigued at the audacious request and so he bestowed three blessings and one curse upon the child, unbeknownst to the King and Queen. The babe would be powerful, beautiful and share in his own blood, his own secret heir. But he would also possess a nobility of spirit that would never be quenched. Eòghann was born on the morn of Samhain, and from the moment of his birth could never understand what might be wrong with him. He took the lessons in stride, learning from the mightiest Ogre Mages and the most devious Redcaps and exceeding in his studies far beyond his years. But his heart was never settled, and he could never bring himself to fully embrace the darker teachings, the thieving of names and infants, the slaughtering of livestock and laying of traps. Still he did his damnedest to meet the expectations of his parents and tutors, while sneaking out during his free time to undo the damage caused as best he could. This charade has continued until his sixteenth year. His parents had their most devious plan yet. Their son would infiltrate the world of Men beyond Avalon, and ensnare the latest generation of their great heroes in Fae schemes, and graduate with new champions in his thrall! Personality & Motivation: Eòghann is gregarious and enjoys having company, having not been around many peers growing up. He is still muddling through the mess of expectations that his parents, tutors and culture laid upon him prior to leaving for the human world, and how they interact with his own morals and knowledge, leading to uncertainties and insecurities which he covers with mischief and bravado. At his heart Eòghann wishes for everyone to get a happy ending, be they man, ogre or goblin, which is at the core of his crisis: How can he make everyone happy? Powers & Tactics: Eòghann is an accomplished mage for his age, able to disguise himself as both people and animals, cast illusions, make plants grow wild and strong and conjure weapons made of shadows, immaterial blades which attack the very soul for as long as they remain embedded within the foe. The spell he is most proud of is his ability to shield others from harm, a shield of light and silver in the shape of a Harlequin mask springing up between them and whatever would do them harm, an ability he developed while trying to undo the damage his lessons caused. In addition, Eòghann is practiced in the art of stealing names, able to through a mix of guile and magic weasel past the defenses of the wary to claim their names, which he can then use to work more insidious magics upon them, able to confuse and control the mind but here too he has found a way to twist the magic to help others, able to grant others access to his magical techniques although it is a very tiring practice. Finally he is able to channel his magics to disguise himself, teleport, burrow and regenerate. In addition he can comprehend any language spoken or written and speak to anyone. Complications: Thy Truest Name Invoking Eòghann's True Name grants one power over him, allowing the individual to control the young Prince. Anyone who knows Eòghann's full True Name can command him as though via Mind Control with ranks equal to their Power Level or his, whichever is greater. Under Revealing Light The light of the full moon and similar phenomena dispel falsehoods, rendering many of Eòghann's magics ineffective. Under the light of the full moon, or after being affected by a power with the Light descriptor as well as the Blessed/Celestial/Holy and/or Silver descriptors, Eòghann's Shapeshifting, Illusion, and Glamour powers are nullified. I Bar Thee from Entry A location warded with charms of Iron, Rowan, or a line of Salt around the entrance is barred to Eòghann. Eòghann is unable to willingly enter a location warded with Iron, Rowan or Salt. The Tongue of Thine Birth Eòghann’s magic allows him to understand and be understood by anyone, but this could also help reveal his secrets. Eòghann always speaks in listeners native language, this can raise suspicion if there's no way for him to have known the listeners native tongue, doubly so if there's no reasonable explanation for how he knows it. Prince of the Unseelie Eòghann may have worked to repair the damage he caused under his tutor’s guidance and his parent’s expectations but he did so under disguise, and so those who see his true form will see only the dark prince. When not disguised, Eòghann may be recognized by witnesses, who may respond to the prince negatively. Abilities: 0 + 16 + 8 + 4 + 8 + 16 = 52PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 26 (+8) Combat: 16 + 8 = 24PP Initiative: +8 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 0 + 2 = 2PP Toughness: +4 (+4 Con) Fortitude: +4 (+4 Con) Reflex: +8 (+8 Dex) Will: +6 (+4 Wis, +2) Skills: 72R = 18PP (1PP = 4 Skill ranks) Acrobatics 3 (+11) (Skill Mastery) Bluff 6 (+14) Diplomacy 6 (+14) Disguise 2 (+10/+20 [Morph]) Gather Information 6 (+14) Intimidate 6 (+14) Knowledge (Arcane Lore) 10 (+12) Languages 0 (Fae [Native]) Notice 12 (+16) (Skill Mastery) Perform 2 (+10) Sense Motive 12 (+16) (Skill Mastery) Stealth 7 (+15) (Skill Mastery) Feats: 18PP Luck 2 Ritualist Dodge Focus 8 Benefit (Fey Royalty) Benefit (Wealth) 3 Evasion 1 Skill Mastery 1 (Acrobatics, Notice, Sense Motive, Stealth) Uncanny Dodge (Auditory) 1 Powers: 39 + 18 + 9 + 6 + 1 = 73PP All powers have the following descriptors: (Magic, Fae, Goblin, Ogre, Trickery) Magic Array 18 (36PP Array; Feats: Alternate Power 3) [39PP] Additional Descriptor(s): None BP: Damage 8 (Shadowstuff Blades; Extras: Alternate Save [Will], Duration [Sustained]; Feats: Affects Insubstantial 2, Extended Reach, Split Attack) {36/36PP} (Piercing, Shadows, Soul) AP: Illusion 8 (Faerie Mirage; All Sense Types; Feats: Progression 2 [Area, 20ft.]; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) {32/36PP} AP: Create Object 15 (Plant Growth; Extras; Duration [Continuous], Impervious 4; Feats: Innate, Precise, Progression [Area, 10ft. Cube], Subtle; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Permanent) {36/36PP} (Plant, Wood) AP: Deflect 12 (Shield of Silver; All Attacks 3PP/Rank; Extras: Range [Ranged]; Feats: Triggered 2; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Limited [Only Deflect Attacks Against Others]) {36/36PP} (Light, Silver) Name Invocation Array 8 (16PP Array; Feats: Alternate Power 3; Drawbacks: Power Loss 1 [When unable to speak]) [18PP] Additional Descriptor(s): (Curse, Sonic) BP: Transform 8 (Name Stealing; Mental Transform 2PP/rank; Target Forgets Name(s); Extras: Duration [Continuous]; Feats: Subtle; Drawbacks: Reduced Range [5 Increments]; Flaws: Requires Opposed Skill Check [Bluff]) {16/16PP} (Interaction) AP: Mind Control 8 (Command the Named; Extras: Conscious; Flaws: Limited [Requires Target to be effected by Name Stealing]) {16/16PP} AP: Confusion 8 (Curse the Named; Extras: Insidious; Feats: Incurable, Reversible; Flaws: Limited [Requires Target to be effected by Name Stealing]) {10/16PP} AP: Share Magic adds (Extras: Affects Others, Range [Ranged]; Feats: Progression 2 [5 Targets]) to Magic Array (Feats: Subtle; Flaws: Limited [Requires Target to be effected by Name Stealing], Tiring) {14/16PP} (Blessing) Might and Mischief 3 (6PP Array; Feats: Alternate Power 3) [9PP] Additional Descriptor(s): (Bloodline) BP: Morph 2 (Glamour; Any Humanoid 2PP/Rank; Extras: Duration [Continuous]) {6/6PP} (Disguise, Illusion) AP: Burrow 3 (Goblin Tunnels; Extras: Area [15ft. Tunnel], Penetrating; Flaws: Distracting) {6/6PP} (Earth) AP: Teleport 2 (Fae Escape; Feats: Change Direction, Change Velocity) {6/6PP} AP: Healing 1 (Ogre Toughness; Extras: Action 4 [Reaction]; Feats: Stabilize; Flaws: Personal) {6/6PP} Comprehend 3 (Understand and Speak All Languages) [6PP] Comprehend 1 (Read All Languages; Flaws: Duration 2 [Concentration]) [1PP] Drawbacks: -3 + -4 = -7PP Vulnerability (Iron; Frequency: Uncommon [+1PP]; Severity: Major [+100% Effect, +2PP]) [-3PP] Weakness (Iron; Frequency: Uncommon [+1PP]; Intensity: Moderate, -1 Constitution Drain [+2PP], Accelerated Effect: 5 Minutes [+1PP]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Shadowstuff Blades Touch (Ext. Reach) DC 23 Will Damage (Sustained) Name Stealing Ranged DC 18 Will Mental Transform Command the Named Perception DC 18 Will Mind Control Curse the Named Ranged DC 18 Will Confuse Totals: Abilities (52) + Combat (24) + Saving Throws (2) + Skills (18) + Feats (18 ) + Powers (73) - Drawbacks (7) = 180/180
  10. 2024 March 15, 9:00am Halfway to Medford, New Jersey (about 20 miles NNW of Freedom City) ~60o, gentle breezes (~10 mph), cloudy Field trips! Hands-on learning, a vital part to any well-rounded education! And this was the most classic form of that time-honored tradition: a trip to a working farm! With beef and dairy cows, hogs and chickens, and numerous orchards covering its 250+ acres, Medford Farms had been serving the lower half of the state for over two centuries, and was always eager to welcome curious students. And these students were curious indeed, coming from a most curious school. As the Claremont Academy van pulled off Highway 40 and started down a side road (to avoid a construction crew), the four students within -- Owain "Copper Knight" Celliwig, Jonah "Jotunn" Janse, Ryan "Sever" Jacobs, and Michael "Golden Star" Adon -- were busy with their own thoughts.
  11. Claremont Academy Freedom City, New Jersey Wednesday March 27, 2024. 7:08 AM The buzz about Bernadette O'Connell's band, Multiplicity, had been growing over the course of the school year at Claremont. Back in the Fall, it had mainly been students that had listened to her band’s recordings online, or rumors about the redheaded Senior going out at least one night a week to perform at various venues around the city. Then the band had performed at the Freedom League's holiday party, and things only increased from there when Bernadette's roommate, Neko, began helping the band with marketing and their internet presence. Almost two weeks ago the band had performed at Freedom City's underage night club, the Midnight Hour, which had allowed many Claremont students to attend (with Bernadette providing free tickets to those interested). But the big topic making its way through the school right now was how late last week and over the weekend, Bernadette and her band (along with Neko) had traveled to Tokyo to perform! It was little surprise that the attractive redhead was very rarely alone on campus, and with her busy schedule of school, practicing and performing with her band, and, according to another rumor, being involved in a supergroup with some recent Claremont graduates, it was even harder. But, one other fairly well-known thing about Bernadette, was that she was often up very early most mornings to go to either the gym or the athletic fields to workout/train, a habit from her time as a lacrosse player before her powers emerged and prevented her from taking part in competitive sports. While she was often joined by some of the school's other "jock" types, there were days where it would just be her (if one did not count her duplicates). Today was one such day. Bernadette and about half a dozen of her duplicates were up on the school’s athletic fields at the north end of campus, running around with lacrosse sticks, passing a ball and shooting on a goal set up in the center of the field. They were all dressed identically, black sweatpants and a light grey hoodie.
  12. Claremont Academy Freedom City, New Jersey December 1, 2023, 3:05 PM The last class of the day came to an end for this Friday, welcoming in the weekend. Of course, the students at Claremont Academy had finals looming in the coming weeks, so for many the weekend would hardly be a break. As if that were not enough, the headmistress of the school had suddenly sent word the night before for students to wear the school uniforms for the day, a directive that most of the students had followed at least. Rosalind Sommaripa, Jonah Janse, Bernadette O'Connell, Neko Musume and Owain Jones, where among a throng of other students making their way through the halls of one of the main buildings off the quad. Around them was the typical excited chatter of students, happy to be done with classes for the day. As the group of students exited the building, there was a flash of white light, and the five teens found themselves standing in a wooded area with a light dusting of snow on the ground. They were still dressed in the clothes they had been wearing that day (which in Bernadette's case was a grey and black plaid skirt, and a white dress shirt over which she had a navy blue sweater with the Claremont crest on the left breast), but their bookbags were gone. Up ahead was a stone wall, which at first glance appeared to part of the walls that surrounded the Claremont campus, only, it was much taller. In addition, at a corner of the wall was a tall thin wooden tower that rose up above a stone base. The design of the tower was a clearly Japanese style, with multiple peaks and roofs, likely of the Edo period. As the five teens were taking in their surroundings, a male figure appeared off to one side. "Greetings great warriors, you have a most important mission before you!" The man appeared to be in his early thirties, and was dressed in a traditional men’s kimono of black and white materials, again looking as if it was from centuries ago. However, the man was Caucasian, with blond hair and an impish, childlike grin on his face. "Before you is the fortress of the evil Lord Yamamori, who has kidnaped the Shogun's daughter." The man continued, and as he did, the five teens seemed to leave their bodies as they experienced a bird's-eye-view of what was beyond the wall in front of them. At first glance, it resembled the Claremont grounds, only things were vastly changed. Just on the other side of the wall in front of them, was the area that would have been the athletic fields, only, it had been replaced by what appeared to be a military parade field, with several outlying buildings that appeared to be barracks. Beyond that was another wall, with a gatehouse, which lead to what should have been the faculty residence and the two dorm buildings, but had been replaced by more Japanses fortifications and buildings. The low wall that sounded the gardens at Claremont was still there, only the gardens were vastly expanded, and exclusively of a Japanses style. And beyond that, where the main quad should have been, sat a massive Japanese style castle, rising several stories into the air. Along the various walled fortifications, the teens could see several armored figures slowly walking about. And then suddenly they were back in the forest before the strange man. "Stealth and cunning will be your greatest weapon as you make your way into Yamamori's fortress, confronting his forces only when necessary." The man said, giving a bow before vanishing from sight with a faint *POP*. Bernadette looked at the others, a confused look on her face. "What is going on?"
  13. Saturday, September 11, 2023 Southside, Freedom City The first week of classes, somehow, was over. The feline vigilante known as La Puma Negra reclined languidly on the big couch in the common area on the first floor of Kord Dormitory, non-commitally flipping through a magazine. Suddenly, her hair stood on end. Ugh. She knew this feeling. It had to be that weird girl on her floor . . . Rot floated into the common area. She saw a wild tangle of black hair sticking up above the back of the big couch. "Oh hey, Carmen! I was just looking for you." As the matter-disrupting teen with the green dreadlocks flew closer, the feeling of unease just got worse. "Uh, I know I'm kinda skeezy, and I know my bad vibe might be worse for, uh, cat people than for, like, non-cat people, but, uh, I've got this favor I was going to ask you. . . ." Although she's floating in the air, the grungy teen still manages to look like she's walking on egg shells. "So, uh, the first time I tried crime fighting, I kinda ended up getting a little bit, uh, arrested, and I like, broke a bunch of stuff. . . . And that incident at the Albright Institute has got me more worried about my powers than ever. . . Anyway, now that I'm at Claremont, I was kind of trying to be a little less, uh, spastic with the hero stuff. So, um, people say that you do, like, crime patrols. . . Uh, it's there any chance maybe I could like, you know, tag along one time maybe? Like maybe you could, like, give me some pointers on like how to do it without screwing everything up?" Consuelo finally takes a breath. She seems to remember something. "Oh yeah, I almost forgot about the best part. I've got these bracelets now, of you wear it, that creepy aura that comes off me won't effect you. . . Um, if you want. . . " And Consuelo holds out a friendship bracelet made of black fabric.
  14. OOC Thread for Family Matters
  15. Kord Dormitories, Fifth Floor Claremont Academy, Freedom City, New Jersey Wednesday, September 6, 2023 The first week of school at Claremont Academy was proving to be a whirlwind. At least that’s what sixteen-year-old Rosalind Sommaripa, sometimes known as the high-flying superhero Starshine, would have told you. Class had been out for a half-hour, and the no-nonsense teenager was taking a brief break in her dorm room to gather her thoughts and refine her plan for the rest of the week . . . again. Her reverie was interrupted by a knock at the door, which turned out to not be fully closed and swung open, revealing her green-dreadlocked dorm mate Consuelo, hovering just above the floor. “Oh, hey, uh, Rosie . . . Do you think this might be a good time, now to, uh, . . . I mean do you think it would work out, if you had time, to, like, fly over to my mom’s house with me and explain to her that I really am enrolled at Claremont?”
  16. Spaceman Power Level: 12 Effective Power Level: 8 Powers Points: 184/202PP Unspent Power Points: 18PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Young paragon with space manipulation powers, heavily Superman inspired. Theme: Million - Divide Music Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom City Occupation: Student at Claremont Acadeny Affiliations: Claremont Academy, Powers Holdings Inc. Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings) Description: Age: 16 (DoB: 2007 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 200 lbs. Eyes: Light blue Hair: Blonde Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S". He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 2006, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the old Freedom Friends cartoon. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. In 2007, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. Eventually, in an effort to master both his powers and learn to become a true hero. Personality & Motivation: Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, fast, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Complications: Chronic Hero Syndrome: Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times. Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Son, Brother, Hero: Parker has a lot of responsibilities to his family. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 8 = 24PP Strength: 10 (+0) / 26 (+8) w. Spatial Strength Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 36 (+13) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 4 = 12PP Initiative: +3 (+3 Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus [Melee]) Defense: +3 (+2 Base, +1 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -6 (TOU 13/2) / -19 (TOU 5/2, -8 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack + Attack Focus (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +8 +10 +15 +28 BA +8 +8 CPD +24 +28 IMS +18 +8 +10 IR +23 +8 +15 IR+IMS +33 +8 +10 +15 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +13 (+1 Con, +12 Enhanced Con) Fortitude: +13 (+1 Con, +12 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 56R = 14PP Bluff 6 (+10) Diplomacy 11 (+15) Gather Information 6 (+10) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 3 (+6) Sense Motive 7 (+10) Survival 2 (+5) Feats: 16PP Accurate Attack Attack Focus [Melee] 4 Benefit 2 (Wealth) Chokehold Dodge Focus 1 Improved Grab Improved Grapple Interpose Luck 2 Power Attack Ultimate Save [Toughness] Powers: 31 + 22 + 35 + 12 + 8 = 108PP Enhanced Physiology 6.2 (31PP Container) [31PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 24 [24PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {8 + 10 = 18/20} Impervious Toughness 8 [8PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 51.2 tons (base), 417 tons (Spatial Strength)) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 16 = 28/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 16 [16PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Blast 8 (Feats: Accurate 2, Indirect 3, Variable Descriptor 2 [Hazardous Environment]) {23/32} (Descriptors: Bring Hazard, Change distance to hazardous environment or effect) AP: Paralyze 8 (Extras: Alternate Save [Reflex] (+0), Range 2 [Perception]; Flaws: Distracting; Feats: Subtle 2) {26/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) AP: Area Strength 8 Adds (Extras: Area [Targeted Burst] 8, Selective 8; Flaws: Action [Full Round]) to Strength (40 ft. radius) {8/10} (Descriptors: Reach Everything) Super-Senses 8 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Extended 2 [Range Increment x100], Radius, Ranged]) [8PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC23 Tou (staged) Damage +8, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC23 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Bring Hazard 80 ft. DC23 TOU (staged) Damage +8, Indirect 3, Variable Descriptor 2 [Hazardous Environment] Unending Prison Perception DC18 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed Perception Range, Subtle 2 Totals: Abilities (24) + Combat (12) + Saving Throws (10) + Skills (14) + Feats (16) + Powers (108) - Drawbacks (0) = 184/202 Power Points
  17. Pumped for this thread. Feel free to take your first post as far as you like. Anywhere from just responding to Consuelo, all the way to seeing the stage for their crime patrol.
  18. Rai Ki Wai Estate Wakaya Island, Fiji Saturday, February 17, 2024, 9:00 AM local time Bernadette O'Connell had been one of the last ones to arrive at the Main Quad for Lawrence to provide the means of traveling to Fiji. The Irish teen was wearing a black T-shirt with her band’s logo on it, a pair of cut-off jeans shorts and sandals. Her long red hair was currently pulled back into a ponytail, and she was already wearing a pair of sunglasses. Over one shoulder she had a small bag and was carrying a larger duffle bag in one hand. The redhead was pretty quiet and more subdued than normal. Last night her band had performed at a local club and after which she had gone out for a bit with her bandmates. After that she had gone to see Charlie, given she was going to be spending most of the weekend out of the country, so she was presently operating on only a couple hours of sleep. Added to that was that while she had not drunk much alcohol last night, with only a few hours sleep, she was still feeling it some. As she stepped through the portal created by Lawrence, the eighteen-year-old was somewhat reminded of when she had been briefly transported to another dimension during summer break. As crazy as that had been, it had also directly led to her and Summer Sands deciding to start their band, and how she had inadvertently ended up with Trebel, the singing fish that occupied a small tank in her dorm room. The redhead looked around at the sprawling compound and the ocean beyond as she adjusted to the suddenly sunnier environment, only half listening to Lawrence's quick orientation. Coming from a blue-collar family of Irish immigrants, this was far posher than she was accustomed to, even considering how much time she had been spending over the past few weeks at the mansion that now served as the Young Guardian's base of operations. Shaking her head slightly to clear it, Bernadette held out the duffle bag she was holding as a duplicate appeared beside her. "Ya know, I am just as tired as you are." The duplicate grumbled quietly as she took the bag. "Then bloody drop it off somewhere in tha house an' come back out ta take a nap as well." Bernadette replied with a smirk as she walked over towards one of the lounge chairs scattered around the massive deck. Dropping her small bag down next to the chair, the redhead pulled off her T-shirt, revealing a colorful bikini top underneath. Her jeans shorts followed to reveal the matching bikini bottom. Sitting down on the chair, Bernadette removed a small chain with a cross from around her neck and reached down to drop it into her bag and pull out a large bottle of sunscreen, which she began to apply.
  19. Claremont Academy Bayview, Freedom City, New Jersey Wednesday January 3, 2024, 8:10 AM With the start of the second half of the school year, Headmistress Summers had called an assembly for the student body to start the first day back in classes. Once all the students had gathered in the auditorium, the headmistress made her way out onto the stage. She was accompanied by a most unusual individual, a short figure, under four feet tall, with aquamarine blue skin and a long prehensile tail. The figure appeared to be female, and was wearing some sort of breathing mask and dressed in punk style clothing and combat boots. Directing the figure to a spot close to the podium, the Headmistress stepped up behind the podium and began to speak. "Good morning everyone, welcome back. I trust everyone had an enjoyable and safe holidays and New Year's. Before we start classes this morning, I wanted to make a short announcement to introduce everyone to a recent addition to our student body." The Headmistress indicated the small figure that was standing nearby. "Vueriz is a recent arrival, not only to our city, but our planet and galaxy. Many of you likely heard on the news about a recent crash landing near Freedom City, that was Vueriz's arrival. After some debriefing by the Freedom League and AEGIS, she has been remitted to the school's custody. I trust each and every one of you will do all you can to make her feel welcome and help her adjust to her new surroundings and learn about not only our city, but our world." "Now, classes begin in half an hour, so you have some free time until the, but I expect everyone to be on time. Will the members of the sophomore class I spoke with early this morning please gather in the antechamber to meet with Vueriz and help ensure she makes it to her first class. For the rest of you, there will be ample opportunity throughout the day to introduce yourselves." "Dismissed."
  20. Claremont Academy, Jasmin Summer Administrative Building Freedom City, New Jersey March 1, 2024, 9:30 AM Ever since Miriam Juarez had come into possession of her Star Knight armor and been contacted by members of the Order, there had been some question as to what was next for the young Star Knight in training. From what Miriam understood, over the last nine years (which many of the Star Knights seemed to refer to as cycles for some reason), the Order had increased recruiting of younger squires, taking them to a planet called Citadel (which was apparently the Order's headquarters) for training. There were several Star Knights that saw no reason Miriam should not follow this established procedure and leave Earth to undergo her training on Citadel. However, two Star Knights from Earth, Maria Montoya (a former police officer and member of the Freedom League) and Kyle Steward (who also used the title Cavalier) had supported Miriam being allowed to remain on Earth and attend Claremont Academy. This view was supported by A’lan Koor, whom Miriam had learned was an elder Star Knight (part of something called the Inner Circle) who had been a member of the original version of the Freedom League back in the 1970s. Ultimately, this view was accepted by Mentor, and Miriam was enrolled at Claremont Academy, with the understanding that there would be regular visits by members of the Order to check on her progress and that during her summer breaks, she would travel to Citadel for additional Star Squire training by the Order. So, after a few weeks of uncertainty, Miriam found herself with Sri Montoya at what appeared to be some fancy private prep school, but which she had been told was secretly set up to help young metahuman teens learn to control their powers, but also to help train those interested in learning to be a superhero. They had met with the school’s headmistress, Callie Summers, who quickly made it clear that she was fully aware of Miriam's background, but also clear that the teen was hardly the first to come to the school with a troubled past. Headmistress Summers assured Miriam that she was coming in with a clean slate, with only the headmistress herself knew of the teen’s past. After their meeting in the headmistress’ office, the three made their way to the foyer inside the main entrance to the building, with Sri Montoya turning to face the teen. "Remember Miriam, whenever you put on that armor, your actions reflect on the Order. Down here, that may not be all that important, but when you get up into space, the implications can be far reaching for the Order. So do not develop habits here that will not serve you well in space." She put one hand on Miriam's shoulder giving the teen a supportive smile. "Remember, the armor chose you for a reason. I firmly believe you got this." Removing her hand, he continued, "I am not sure it will be me, but someone will stop by in a few weeks to check in on how you are settling in. Mentor is always there if you need him." She then glanced over to Headmistress Summers. "Good to see you again Callie." "Always good to see you as well Maria." The headmistress responded with a small smile. Sri Montoya gave Miriam another smile and a nod and then made her way out the main entrance. "Well Ms. Juarez, it appears your guide for your first day here has arrived." Headmistress Summers indicated, looking to her left down a hallway that led to a side entrance to the building. Emerging from that hallway was a tall attractive redhead girl with green eyes who appeared to be about eighteen. She was dressed in a blue and black plaid skirt, a white collared shirt with a red tie, over which she had a blue sweater. But the older girl topped the school uniform look off with a black leather jacket. "Ms. Juarez, this is one of our Seniors, Bernadette O’Connell, and I will leave you in her capable hands." The headmistress said with a nod to Bernadette and a smile to Miriam before she headed back off towards her office. "Your Miriam right?" The redhead said with a smile and a very evident Irish accent. "Welcome ta Claremont. As the headmistress said, I'm Bernadette an' I'm here ta give you a tour o' the camps an' get you settled in." Suddenly an exact duplicate of the Irish teen popped into existence beside her, holding out a hand towards Miriam. "I can help you with yer bags." The duplicate said with a smile.
  21. Pumped to get this thread rolling!
  22. Claremont Academy, Jasmin Summer Administrative Building Freedom City, New Jersey February 1, 2024, 9:00 AM Callie Summers, the headmistress of Claremont Academy led Iris and Daniel Evans into the main entryway of the administrative building after her meeting with the twins for their first day at the institution. The headmistress had surprised the twins by reveling that she was fully aware of their criminal background, while making it clear that she was more than willing to allow them to make a fresh start at the school. The headmistress promised they would be treated no different than any of the other students, noting nothing they were hardly the first metahuman teens to come to the school with a questionable or even criminal past. The twins found another individual waiting for them when they arrived in the building’s main entrance, a tall, attractive teenage girl who appeared to be about eighteen. She had long red hair, bright green eyes and was dressed in a pair of jeans, a light grey sweater and a winter jacket. "Mr. Evans, Ms. Evans, this is one of our Seniors, Bernadette O'Connell." Headmistress Summers said in greeting as she indicated the tall redhead. "I will leave you in her care to ensure everything is in order for your first day." She gave the twins a small smile, then a nod to Bernadette and made her way back toward her office. "Hi, Iris an' Daniel right?" The redhead said with a smile, an Irish accent very evident as she spoke. "As the headmistress said, I'm here ta give you a tour o’ campus an' help you get settled in."
  23. Claremont Academy Freedom City, New Jersey December 1, 2023, 3:05 PM The final class of the afternoon had just ended for what had been Vicki Adams' first day at Claremont Academy. After her rather eventful tour of the campus, Lawrence had gotten her to her classes for the afternoon and things had started to take on a bit of a normal routine. Of course, she was coming in at the end of the semester, so the school was working with the Atom Academy to provide semester finals that would cover what she had been working on there. As she exited the classroom, Vicki found herself in a crowd of students that included Lawrence Harrow, Mizuki Iwasaki, and Consuelo Nunez. The crowd the four teens were just exiting the building into the main quad when there was a flash of white light. The teens found themselves standing in the main parking lot for the school, or at least, it resembled the main parking lot. What appeared to be a wide racetrack ran through part of the parking lot, leading off into the wooded area around the school. The teens were still wearing the clothes they had worn for the day, but their bookbags were no longer with them. Each was standing next to what appeared to be a combination of a race car and a go-cart, each of a different color. The sound of cheers and applause filled the air, and glancing behind them there was a large stand of bleachers filled with almost cartoonish figures dressed in Claremont colors and bearing various banners and signs for "Team Claremont." Lawrence's eyes narrowed slightly as he regarded the scene, when suddenly a voice rang out. "Hey! Lawrence!" Glancing out onto the racetrack, there was a large figure with a spike shell on its back driving by on a four-wheel ATV, however, the odd figure's head seemed completely out of place, as it was a blond-haired man that looked to perhaps be in his early thirties, but with an impish, childlike grin. "You and your friends should hurry up, or you'll lose the race!" Following alongside the bazar figure was a small, pink racecar/go-cart, which was driven by a girl that looked to be five or six, with long blonde hair and wearing a pink princess dress. She had a similar impish grin to the other figure as she giggled as the two drove past the four teens and called out, "bye Law-werence!" "Quirk?" Lawrence said as he watched the two figures go by, before muttering, "oh, bloody hell." Lawrence looked over to the three girls and gave them an apologetic smile. "I am sorry you three got caught up in this, but we have been pulled into a game by a very powerful extra dimensional entity. I can tell you from experience, the best thing to do is play along, until we can find a way to beat him at the game." With that, the blond teen climbed into the car that was next to him and started up the motor.
  24. Rai Ki Wai Estate Wakaya Island, Fiji Saturday, February 17, 2024, approximately 9:42 AM local time After having a bit to eat with Michael, Carmen had decided to explore more of the island while the others began either settling in near the pool or started making their way down to the beach. Moving away from the area near the main house, she found the property had several open grass fields, along with well cared for gardens, but then quickly became jungle. A short distance from the buildings and tennis court there was also a helicopter pad. Moving into the jungle, the teen was met with an array of scents, from the various wildflowers and other plants to numerous birds and other small animals. It was certainly reminiscent of Puerto Rico, if different flora and fauna. A short while after stalking through the jungle, Carmen came to a tall fence that seemed to be set up around the property. Beyond it lay more jungle and the higher elevation that was toward the center of the island. Of course, the fence represented little in the way of an obstacle for the teen.
  25. Early January, 2024 It started simply, with reasonable questions. Michael had been asking around, checking in with students in his grade about availability in the early month. He was open about his reasons, though they were quite varied. He was concerned about the recent issue where some terrifying creature from a higher dimension had kidnapped several of them and made them participate in dangerous, life or death games for its amusement. He was concerned about his change in school; about a different, tougher curriculum than he was used to. He was concerned about his friends who might need help in either of those situations. He was concerned about his lack of experience in being a hero, but more than that in working with others; he had always worked to be a team player, but right now he was a guy without a team, and when you were playing a team sport, the guy playing by himself didn't usually last long, and Superheroics was one of the biggest team sports out there. He hadn't lied about his feelings on this. He was even honest that during a few of his own recent extracurricular activities he'd gotten beaten down by some people who might not have been as strong as him, but were much better at aiming where they hit then he was. Most of them had seen him with a couple of bruises before so he was being serious about that too; he wasn't the kind of person to lie unnecessarily. He explained to each person his feelings on the whole situation; some of the conversations were short, some were long, some were specific, some were general. Michael was a lot of things, but he wasn’t a liar. But he also wasn’t the kind of person who just did things without trying to have some sort of plan ready to go to figure out what he should do next, so it was pretty obvious to everyone that he was talking to that he was thinking about doing ‘something’, but what that something was could have been any number of things. In the end, after a sort of feeling out process, he sent a text message to Baz, Lawrence, Parker, Consuelo, Carmen, and Mizuki asking if they wanted to do some extra training with the Crimson Tiger; a Claremont Alumni and Muay Thai master. He’d emailed her and, through communication with her and the school, set up a day for her to come by and give them some extracurricular combat training. In case something bad happened again, maybe a little extra time spent training together and leaning from a master could better prepare them for their expanding careers. And then the second part of the text was that after that, if they wanted, they should go over calculus homework together, because he was having issues on problem 14. Carmen may not have been in the same classes as they were, but he was sure they could give her a hand, or she could give them a hand, as well; studying was easier when you had a group. The text said there was no pressure to come if they didn’t feel like it, but that it was going to be in the gym after class and they’d go to the library after to study, so if they wanted to do either, or both, to just come by. So, on the appointed day, after classes ended, still holding his backpack, he was waiting outside the gym to see who had been interested enough in his offer to come and train and study with him, looking as golden as ever. Crimson Tiger was waiting inside, knowing that he had invited a ‘few’ friends if they had wanted to come.
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