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(Golden Star Post) November, 2024 Doom Room, Claremont High Baz and Michael had been practicing in the Doom Room on one day. Michael had recently learned how to shoot his own type of laser beams, similar to Baz, and he had been getting help from the Insectoid student to learn more about how to use them, since he hadn't figured it out. As always, Michael was willing to ask for help when he needed it, and he'd paid for Baz's time in pizza and soda for the bug kid to eat while he tutored Michael in how to shoot laser beams. He had helped with studying too, but he knew when he needed to pay someone actual things for their help, and this was one of those kinds. His beams were golden blasts of light that erupted from his eyes or fingers, and while he had first few had been quite inaccurate, under Baz's help he was slowly becoming more and more accurate with them. He at least wasn't scorching the walls or floors as he was trying to practice. When a handful of new targets came down, floating on little drones, he focused his energy, making a glowing star on his index and middle finger. With his index finger extended, he took careful aim and blasted through a handful of targets one after the other while Baz watched. When he finished, he brought a smoking finger to his lips and blew it out like a candle with a grin to him. "...Like that, right?" he asked Baz, checking for confirmation. "You're way better at this then me, so I'm hoping I can figure this out."
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Sub-Basement of Claremont Academy Bayview, Freedom City, New Jersey Friday September 13, 2024. 10:00 AM (Counting as GM Post) A spooky day! In theory. Friday the 13th, the day of horror and spooks. Especially one getting so close to Halloween. It was that day when the student listing of Renee Cole King, Vanya "Jack" Davydov, Harper Hale, Daphen Celeste, and Sarah Francine Thatcher were requested in a room with a very exciting name. It was noted to show up in either their uniforms or costumes and expect strenuous activity. In the case of the last group of the week, it was likely they'd already heard rumors either from other classmates or their Sophomore classmates about what to expect; that they'd get a chance in the 'fabled' Doom Room, to test their mettle and powers against some of the creatures cooked up in the complex and effective simulator. Some of the tales their upperclassmen and fellow sophomores had said about what they would encounter had been clearly exaggerated, likely in good humor for the newer students; a particular Upperclassman had regaled several students with a tale that she'd had to fight The Centurion. She'd later been sternly lectured by another Upperclassman about scaring the new students. So they probably weren't going to fight The Centurion. But others had suggested encounters that seemed more than possible; The Maestro, Dinosaurs, Orion the Hunter, just to name a few. While the stories varied in the specifics, the overarching details did indicate there was probably going to be some sort of fighting or other conflict for the students to navigate to get a hold of their powers and learn how to work as a team, and for the faculty themselves to be aware of those same factors, because nothing beat a first hand test. In that way, you could in fact take it as the first test of the new school year. The large room was mostly white and grey, covered in hexagons, and gave no indication as to what the group would be facing as they entered, heading down the stairs from the student entrance to the building. They couldn't even tell who was going to be administering the test, as the black windows in one side of the room were one way, letting the instructor see but not the students. All they had been told was to get into costume and get into the room, and the test would begin soon.
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Midtown Freedom City, New Jersey Tuesday October 8, 2024. 4:45 PM The members of Red Team had been on a field trip to Freedom City University to attend a lecture on campus. After the lecture, they had returned to the school van for the trip back to Claremont Academy. Apparently, something had caused a major traffic jam on State Route 6, so the driver had tried to take them through downtown over to State Route 4. While the plan had initially worked reasonably well (even with the normal early rush-hour traffic), they were in the heart of Midtown when traffic became totally gridlocked and they had come to a complete halt. It had not taken the students long to learn the cause. The police had blocked off the street a few blocks away in response to a bank robbery that was underway. Apparently there was something else taking place in the city that had the attention of most of the police and some of the city's heroes, so there were not enough resources to respond to the bank robbery right away. After a brief call back to campus, the Headmistress had given the students permission to intervene and assist the police. So they had exited the bus and made their way to where the police blockade was set up. While the officers had initially been a bit skeptical about a bunch of teenage superheroes intervening, they had quickly realized there were not a lot of other options at the moment. The officers provided the Claremont students with what little information they had. Apparently there were about 10 or so armed men in ski masks who were being lead by Wildcard from the Crime League. They had taken several hostages in the Freedom City Trust building, an old, two story stone structure that dated back to at least World War II. It was a strong, sturdy building, with a large lobby area on the main floor and an open atrium to a balcony on the second floor around which were various office and conference rooms.
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Fair Grounds (near Ocean Heights Amusement Park) Port Regal, Freedom City, New Jersey Friday September 27, 2024. 3:00 PM As had been the case for well over a decade, the last full week of September had the fairgrounds near Ocean Heights Amusement Park was host to the Freedom City Renaissance Faire. The faire was spread out across the grounds, with various areas each offering a different experience. With a variety of events that required horses or other animals, one area of the faire was comprised of stables and animal pens to house the various animals when they were not needed. Also included in this area was a small petting zoo to allow for children to be among some of the animals. With the faire soon to wrap up at the end of the weekend, Claremont Academy had arranged for students that wished to attend to be excused from their last class of the day and had provided buses to transport the students to the fairgrounds. After the buses arrived at the parking area, the students were free to go where they wished for the next several hours.
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Edward Jon Carter Dormitories, First Floor Claremont Academy, Freedom City, New Jersey Saturday, September 7, 2024 The weather in Bayview Heights was rather warm and pleasant, despite the mostly crowded sky. With school set to start in just two days, the students (both old and new) had returned for move in day at Claremont Academy. As was typically the case, the campus was something of a controlled chaos, with parents and students making their way from the parking lot to the school's dormitories, or over to the administrative building for some last-minute correction to a schedule or other enrollment issue. The first floor of the Edward Jon Carter dorm was no different, with students and parents alike filling the halls. Ryan Jacobs and Daniel Miller found themselves as two of the upper classmen assigned to the first floor, having to help direct new students to rooms and answer questions from students and parents….
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Bayview Mall, Early October, 2024 October was getting started early at the Bayview Mall. A legion of 12 foot tall Skeletons guarded the entrance to the Mall. In the open planned courtyard of the mall, you could take pictures with cut outs of Freddie, Jason, the Predator, and other horror movie icons. For kids, Scooby-Doo and Freddie Fazbear and the like offered much more sanitized versions of spooks and scares, all alongside the classic witches and goblins and ghouls. Carmen Alvarez Arrache, Harper Hale, Katherine "Kate" Melita Devon-Leeds, and Alden Underwood were also at the Bayview Mall. There was an overarching reason for this, alongside a few specific individual reasons to draw the Claremont Students to the mall. Harper Hale was getting pictures for her first article in the Claremont school paper; an article on the Halloween decorations going up around town, the new Halloween activities at the Bayview Mall included. The current fun was getting a special set of commemorative stickers if a young child in question went to all the special zones set up and got signatures from the Head Witch of the Coven, the Skeleton King, The Zombie Lord, The Werewolf Pack Leader, and Frankenstein. While Halloween wasn't for a few weeks yet, it was nice to get out and do stuff like this early, especially when many stores were offering Halloween discounts and stores putting up early Halloween costumes- the Freedom League was a popular as ever-, so a family could do a lot of their Halloween shopping very early in the month. Meanwhile, Carmen as a Senior had been given her own mission; to get some decorations that were going to be going up on Claremont's Campus for the month. They'd run out in the middle of putting up decorations, and Michael had begged Carmen to take his (mother's) card and go pick up some more Halloween stuff; another few skeletons, some witches and skulls and jack-o-lanterns. Due to certain other issues going on, Claremont students were expected to go out with their teams as much as possible, and as such Kate and Alden had, additionally, been asked by Claremont's local super-powered Golden Retriever to go with her and help her carry back the supplies. So the 4 members of the Green Squad were currently in the Bayview mall, carrying out their specific tasks and keeping an eye on each other to make sure that no one got concerned. Accompanying them- partially to help Carmen as well, but also as an adult figure in charge-, was the new School Nurse, Anna-Marie Delgado. An older woman in her mid 50s born in Mexico, like Carmen she was a native Spanish speaker, a handsome older woman with dark hair and eyes. She was content to let Carmen handle the transactions of business, working purely as a social support, since the school wanted Carmen to get a little more comfortable in her own skin as she got closer to graduation. Everywhere in the Bayview mall, young kids ran about watched over by their parents as the Claremont students carried out their tasks. It was a nice day, and it seemed like nothing was going wrong.
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Fair Grounds (near Ocean Heights Amusement Park) Port Regal, Freedom City, New Jersey Friday September 27, 2024. 3:00 PM As had been the case for well over a decade, the last full week of September had the fairgrounds near Ocean Heights Amusement Park was host to the Freedom City Renaissance Faire. The faire was spread out across the grounds, with various areas each offering a different experience. One of the areas available was the "Royal Court," a pre-fab structure made to look like a small castle which sat at one end of the fairgrounds. The interior of the building was designed to resemble a throne room, where there were various staff acting out various court functions and interacting with visitors. With the faire soon to wrap up at the end of the weekend, Claremont Academy had arranged for students that wished to attend to be excused from their last class of the day and had provided buses to transport the students to the fairgrounds. After the buses arrived at the parking area, the students were free to go where they wished for the next several hours. Lynn Conners had made her way down the main street to the Royal Court, walking along with her roommate Mattie Hooper. Like several guests at the faire, the blonde teen was in costume. In this case it was a dark green dress, with a corset, under which she wore a white blouse with somewhat billowy sleeves and brown leather gloves. The last few weeks since classes had started at Claremont had been a bit of a whirlwind. At times Lynn had almost felt a bit overwhelmed, by things, but had generally managed to keep herself from having a breakdown. Mattie's regular presence had been a big help with that, as well as her weekly counseling sessions. "There it is up ahead." The blonde said to her roommate, noting the small castle ahead of them.
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The Happenstance cut a strange figure in the waters around Freedom. In the open bay, around more current boats, around people enjoying their day, the old style ship cut a figure, a very specific sort of one as it navigated the waves! It was quite the sight, and upon that ship was the crew of the Happenstance, including the Captain and First Mate, and the Captain's roommate, Owen Akerlund, brought out on a fine sunny weekend to play around on the ship. There was absolutely nothing going wrong with the day, a blessing of the pirate captain Riel, perhaps. But it came like a sudden shock as the group neared the underside of the Centery Bridge. Black, billowing clouds almost erupted; seeming to form from absolutely nothing high above the bridge before immediately splitting open into a torrential downpour, sending the other boats scattering for safety away from the rain, and the lightning that split the sky as well. What had once been a perfect day had suddenly become a terrible one for being outside. While the Captain may have been protected by his notorious good luck, the rest of the ship was not near as lucky. And the clouds were still churning, almost bubbling with fury high above them. Almost like there was something IN the Clouds, about to break out.
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Rita Kord Dormitories, Third Floor Claremont Academy, Freedom City, New Jersey Saturday, September 7, 2024 Although it was a rather cloudy day, the weather was warm and pleasant in Bayview Heights. Once again the start of another school year was drawing near, with classes starting in just a couple days. As was tradition, this mean that the Claremont Academy campus was a scene of general chaos as students and their families made their way to the school’s dormitories to get the students moved in for the year. Two of the older students tasked with trying to maintain some semblance of order for the third floor of the Kord dormitory were Carmen Arrache and Iris Miller. A sixteen-year-old girl exited one the stairwell at the west end of the floor, pulling behind her a large suitcase with one hand, while the other held a violin case. Lynn Conners had her long blonde hair pulled back into a ponytail and was dressed in a navy blue skit and a white button up blouse. She tried her best to have something of neutral expression on her face as she started down the hallway toward the room she would be sharing with Mattie Hopper for the year. The blonde teen could have already been to her room if she had wanted to, but did not want to so openly use her speed (she would save that for putting things away in her room). Instead, she had taken the time walking from the parking lot to try to calm herself after the ride from North Bay with her adopted brother. Lawrence Harrow reminded her so much of her own brother (although some of his mannerism and accent were completely different) that being around him too long often triggered memories of what had happened that lead to her barely escaping her own timeline and eventually ending up in this one. Thankfully she was feeling a bit better at the moment, the last thing she wanted was to have a nervous breakdown the first day at Claremont.
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Sub-Basement of Claremont Academy Bayview, Freedom City, New Jersey Monday September 9, 2024. 10:00 AM The start of the school year had been Monday, which had brought with it all the chaos of the first day of school, figuring out where all the classes where, making last minute changes to schedules, and more. Given one of Claremont's unique (and secret) purposes was helping teenagers with meta-human powers learn to control and better use their powers, this included time being schedule for new students to have some time in the Doom Room so the staff could get some baseline readings on their abilities. Six of the new class of Sophomores had their sessions scheduled for mid-morning on the second day of classes: Kate Devon-Leeds, Lynn Conners, Gookgak, Owen Akerlund, Reil Estime, and Kadene Estime. As they had been told to be ready for combat simulation and other strenuous activity, the teens had been told to wear the Claremont school uniform, or their costumes (if they had them). So Lynn and gone back to her and Mattie’s dorm room and changed into her costume before making her way down to the Doom Room. Once in costume, the blonde teen had felt a bit more comfortable at moving at full speed, so had been one of the first to arrive. She was dressed in a skin-tight black body suit with red stripes, gloves and boots, along with black goggles with red lenses. Her long blonde hair was pulled back into a ponytail to help keep it out of her way. Lynn looked about the large room that was located with one of the sub-basements beneath the school's grounds as she waited for some of her classmates to arrive. The room was rather Spartan, with smooth white and grey walls, a floor that had a hexagon pattern and a high, almost cavernous ceiling. Along one of the walls, a couple dozen feet above the floor, there was a dark set of plexiglass windows. While she had never been in the Doom Room before (either here or in her original timeline), Lynn had trained some in the Freedom League’s Wreck Room, so she had at least had some understanding of what to potentially expect from this session.
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Early to Mid October, 2024 It had started with a complaint to Parker and Michael while they were helping another student. Thomas- a student at Claremont with limited magnetic manipulation powers- had complained that he had been suddenly accosted by Dr. Metropolis one night while he was off school grounds. He quickly realized it wasn't Dr. Metropolis when the Hero had attacked him, displaying all the usual powers of Dr. Metropolis. But Thomas had escaped before suffering serious harm. A further investigation- and telling the teachers- had revealed more incidents. Not always Claremont students, but always superpowered people, Heroes or not; a member of the Freedom League appearing suddenly and attacking them, then leaving just as quickly. Quickly after, there had been a decision made for Claremont students. No one truly believed that the Freedom League would attack Claremont students or other super-powered individuals with no cause; not just because it was quite easy for some students to simply call their parents or guardians and confirm that-, but if someone was pretending to do it, the students of Claremont needed to be careful. And that was why they mostly now were required to travel with their teams, or with other students, to rely on safety in numbers. Call for help, don't engage if it's a bad idea, all the usual precautions. But for Heroes, and those who wanted to be Heroes, could they really stay on the sidelines when duty called? When people's lives were in danger, could they sit idly by and allow others to risk themselves, or let civilians be hurt? The question was about to be answered in the middle of Freedom City. Vueriz, Parker Powers, Lynn Conners, and Diego D'Angelo had just dropped off some archival books to the Freedom Public Library for storage; older versions of text books and spare yearbooks and copies of the School Newspaper- all stored in the public library archives-. But while they were preparing to head back to Bayview and Claremont, the Freedom Monorail passed above them, and then let out a loud groan. The front car shifted as if it's alignment had been broken. Then the second car jackknifed, bouncing violently up and down and then swinging left and right. Each car after swung even more violently, then as the fourth car hit the problem spot in the rail, the entire rail snapped; the three cars in front continued careening forward wildly, even as sparks flew from them with the emergency brake activated. Meanwhile, the fourth car was falling straight down, heading towards a congested intersection of cars and people, who were screaming as it fell towards them. Meanwhile, the metal bars and gears of the destroyed monorail line was also falling towards other people, threatening to crush them under the mass of metal. And above that, on the destroyed monorail line, bolts of lightning were striking nearby buildings as a blur of black and green sped across the shiny faces of the large buildings of Freedom's City Center, avoiding the bolts that were blowing out windows and twisting metal in the buildings.
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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.
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Fair Grounds (near Ocean Heights Amusement Park) Port Regal, Freedom City, New Jersey Friday September 27, 2024. 3:00 PM As had been the case for well over a decade, the last full week of September had the fairgrounds near Ocean Heights Amusement Park was host to the Freedom City Renaissance Faire. The faire was spread out across the grounds, with various areas each offering a different experience. At the heart of the faire was the town square, an open courtyard like area with side streets that led to the other areas of the faire. Several seating areas for guests were set up in sections of the square. From time-to-time various performers moved about the open spaces entertaining small groups of guests. Off to one side of the square was a small stage, which was the site for several scheduled performances throughout the day. With the faire soon to wrap up at the end of the weekend, Claremont Academy had arranged for students that wished to attend to be excused from their last class of the day and had provided buses to transport the students to the fairgrounds. After the buses arrived at the parking area, the students were free to go where they wished for the next several hours.
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Fair Grounds (near Ocean Heights Amusement Park) Port Regal, Freedom City, New Jersey Friday September 27, 2024. 3:00 PM As had been the case for well over a decade, the last full week of September had the fairgrounds near Ocean Heights Amusement Park was host to the Freedom City Renaissance Faire. The faire was spread out across the grounds, with various areas each offering a different experience. At one end of the faire was a mostly open area set up for a number of events and activities that were more physical in nature. This included a jousting list with regularly scheduled jousting exhibitions. There was also an archery and axe throwing range, among other activities. With the faire soon to wrap up at the end of the weekend, Claremont Academy had arranged for students that wished to attend to be excused from their last class of the day and had provided buses to transport the students to the fairgrounds. After the buses arrived at the parking area, the students were free to go where they wished for the next several hours.
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Fair Grounds (near Ocean Heights Amusement Park) Port Regal, Freedom City, New Jersey Friday September 27, 2024. 3:00 PM As had been the case for well over a decade, the last full week of September had the fairgrounds near Ocean Heights Amusement Park was host to the Freedom City Renaissance Faire. The faire was spread out across the grounds, with various areas each offering a different experience. One large area of the fair was the market. It was a collection of pre-fab buildings designed to resemble European buildings from the Renaissance as well as stalls and carts set up to create an almost maze-like series of alleyways among them. Contained within were various shops that offered all manner of themed goods and gifts, as well as a number of food carts, stalls and even a couple of buildings set up to resemble taverns. With the faire soon to wrap up at the end of the weekend, Claremont Academy had arranged for students that wished to attend to be excused from their last class of the day and had provided buses to transport the students to the fairgrounds. After the buses arrived at the parking area, the students were free to go where they wished for the next several hours.
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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."
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Power Level: 8/10 (150/151PP) Unspent Power Points: 1 Trade-Offs: Toughness -2 / Defense +2 In Brief: A rebellious teen mutant with the ability to give life to the inanimate.. Catchphrase: "Easy Peasy" Theme: Alternate Identity: Diego D'Angelo aka Animist Birthplace: A lab hidden somewhere in the Mojave desert. Residence: Freedom City Base of Operations: Claremont Academy Occupation: Student. Affiliations: None for now Family: Doctors Davide and Michela d'Angelo, Domenico and Damiano D'Angelo, twin brothers. Description: Age: 16 (2008) Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 155 lbs Eyes: Green Hair: Black Diego is a lean young man with ruffled black hair and piercing green eyes, he has a somewhat pale complexion, mostly the product of indoor living, as he gets tan easily if forced (probably against his will) to spend time outside. His chest and arms are covered by a strange geometric pattern, a byproduct of the cloning process, that is visible under ultra-violet light, but hard to notice with a naked eye. He usually wears casual clothes, chosen for comfort rather than anything, baggy jeans, t-shirts with long sleeves, an black oversize hoodie, or a leather jacket, although more than a fashion choice this is due to the fact that he has yet to find his own 'style' since when he was still with his family he had little choice of what to wear. He always carries a pair of oversize earphones, although more often than not they are hanging around his neck. He had his ears pierced while on the run and although he wears a single earring he changes on which ear seemingly at random each day. When he is at ease an Italian accent become evident as he speaks, but otherwise he had been taught how to emulate different ones. He is frequently seen fidgeting with a tacky silver zippo lighter that's a present from the first person he saved. History: Diego is the rebellious scion of two "reformed" super-villains turned government assets, although calling him their 'son' would probably be a bit of a stretch as both himself and his two brothers are clones, engineered by his parents, both brilliant scientists with very few moral qualms. Since youth Diego has spent his life training to work as an agent for his parents together with his brothers; Domenico whose ability allows him to affect living creatures much like Diego can alter inanimate objects and Damiano who can consume the consciousness of others to temporary absorb their knowledge and increase his own abilities. It was the triplets' natural rivalry that pushed Diego toward developing a rebellious streak in his youth, at least partially just as contrast to Domenico's almost absolute loyalty to his parents and the Damiano deeply introspective nature. Eventually the extremely regimented life at the compound and the growing sketchiness of his assignments pushed Diego to try and escape. His plans lead him to a confrontation with his brothers, after a few initial failures, that didn't end the way he wanted, while Diego did manage to leave with his life, his scrap with Domenico left both hurt both body and feelings and there was little he could do to convince Damiano to go with him. At first Diego enjoyed his newfound freedom, the world his oyster now after all, but he quickly found himself feeling lonely and deprived of the purpose he has had for all his life, albeit one he did not enjoy. Mindless entertainment could only do so much and the young man found himself aimlessly wandering around the country, picking fights and getting into trouble. Although even during his initial peregrinations Diego had already somewhat started to realize that helping people made him feel way better than just caring after himself, the choice to try and become an actual hero only came to him when one of shenanigans grew way out of proportion. A confrontation born out of a simple game of pool, one where Diego had been caught cheating that had escalated to violence. While a few thugs would not have posed much of a threat one of his opponents actually had a mutant power of his own, a fiery one at that. Although the young man managed to make his escape before being burnt he quickly realized that his opponent, whose experience with his mutant power were limited at best, had set the building ablaze and he was not trapped inside. Diego tried to help, safely from outside the building at first, but when he projected his consciousness within the flames and smoke assaulted his diffused senses, it was too overwhelming, there was nothing he could really do from there. He could just run of course and it was, well tempting, he had already left his brothers behind it would be easier with a stranger, he reasoned, in the end though his conscience would not allow him to do so. It was perhaps the first time Diego was truly tested outside the confines of the simulated scenarios at his family's compound and it felt, well too much for him, Diego had to fight both the fire and his own instincts projected on every burning piece of furniture within the building screaming at him to get away. He managed to reach his fellow mutant, who was barely conscious trapped under a collapsed wall, but the smoke had the best of him before he could do much else. He was not going to make it, at least without the intervention of an actual super-hero who has gotten to the scene in the nick of time, as heroes often do. When Diego recovered some time later, the hero that had saved him pointed the young man toward Claremont and Diego accepted the invitation. Personality & Motivation Diego is a free spirited young man and definitely not a believer in rules or authority figures, justifiably so, if you ask him at least. He is crafty, adaptable, playful, although some might say that self control is not exactly his forte and that 'at times' he might be 'a bit' fickle. He quickly finds new passions to throw himself into and fall in love with new ideas, just to discard them the day after to chase the next big thing. He is not the kind of person that can stay idle for long, he is constantly fidgeting, fills any blank paper he can find with doodles and in general keeping himself busy. He definitely is not the introspective type, dislike long silences and quite places, he prefers to find himself surrounded by noise and chaos, frequently of his own making He is very much a 'care about the destination, not the journey" and "the ends justify the means" kind of guy. He does his best to stay on the heroic side of morality however, which often involve thinking 'what would mom and dad do?' in any situation and then act in the opposite way, which given that both of them are amoral scientists with an attitude for general evil it is possibly an effective strategy. While he is somewhat gregarious, making friends is not his forte and since the betrayal by the people closest to him, at least when he doesn't second-guesses himself about him having actually done the betraying part, he struggles to get new people in his circle of trust. Powers & Tactics: Diego is a mutant with the ability to split his mind and invest portions of his consciousness into inanimate objects, granting them the ability to move and empowering them. Due to having had his ability since a very early age and having mostly focused his training on honing it, Diego tends to rely almost exclusively on his power to fight and on his natural agility to stay out of danger, using his fists only if there is absolutely no other alternative. He doesn't like to hurt people and prefers to use his knack to disarm, grapple, or otherwise vex his opponents from afar. Power Descriptions: Diego's mutation allows him to awaken, empower, control objects and gain a deep understanding of what makes them tick, even absorbing a small portion of an object essence into himself, mimicking some of that object traits and acquiring skills related to the item in question. His Jack of all trades feat, although at least partially the product of his diverse (and constantly changing) interests, is also magnified by his power. His gift also allows him to talk with inanimate objects although he is not sure if the personalities they manifest are actually intrinsic of them or if he is just projecting a portion of his mind subconsciously. Diego can split his consciousness within multiple objects at the same time and even dedicate them to different tasks, which he does not only in combat, but also to ease his day to day life, making most chores "complete by themselves" while he is doing something else. His Quickness is not actual physical speed, but reflects this ability. He can merge his consciousness with a location with his "Genius Loci" power, such as a building or a small complex, like a zoo, a college campus or a military base, becoming aware of anything that happens within it, like if he was everywhere within the building at the same time although this is a bit "trippy" (not that he minds) and definitely distracting. To use this power however he needs to be physically present at the location and can't "scry" at the distance. The Shape matter ability reflects him animating something and having it rearrange itself, while Animate Object is intended to be mostly residual for corner cases that aren't already covered by other applications of his powers. Complications: Spontaneous Animation: It's not unusual for objects that are around him to animate on their own, fueled by Diego subconscious, this happens more frequently when he is on edge. Those animated objects are not under his direct control and might become annoying or even dangerous. His ability to understand what inanimate things have to "say" is also constantly active and at time they can be distracting. Corrupting Resonance\Mental Feedback: since his powers works by merging fragment of his consciousness\spirit with his surroundings to "awaken" nearby objects, cursed items or areas infused with a particularly strong or corrupting emotional resonance (places where something terrible happened for example) might have lingering effects on him. His powers that don't already have the feedback flaws also have this vulnerability, mental and spiritual attacks can be aimed at the stuff he is animating to affect him. The path of least resistance: Diego tends to prefer quick and dirty solution to an issue if possible, which might get him into troubles, his ability to learn the basics about anything with almost no effort also means that he rarely fully applies himself to something and quickly lose interests when teaching himself new stuff which might become an issue (for his school life as well). The young man also has a bit of a tendency to run from problems, sweep them under the rug or get distracted rather than facing them, although he trying to fight this tendencies for the sake of becoming an actual hero. Easily distracted \ Hedonistic: Diego is in constant search for new experiences of all sorts and to enjoy his newfound freedom as best as he could, he is easily tempted by anything that he might find fun, plus his ability to literally divide his attention certainly doesn't help. Rebellious Rebel: Diego knows what he is against very well, mostly anything that aligns with his parents previous morals, but he doesn't exactly really knows what he is 'for', at least for now. Not outdoorsy: Diego is a city boy, a creature of comfort, accustomed to be surrounded by noise and his gift is more effective with man-made objects and locations, the wilds make him feel uneasy. Cloning Blues: while Diego tries not too pay to much attention to his nature, but deep down his artificial upbringing is a matter of shame and can be used to goad him into a fight. Family of super-villains: his parents and his twin brothers are super-villains and would definitely love to have him back as part of the team. Diego was also home-schooled for most of his life, although his parents did their best for him to still be well adjusted (a spy that can't move in society being useless), he still might be clueless about some facets of life. ABILITIES (+0,+8,+4,+12,-2,+4) 26 PP Strength: 10 (+0) Dexterity: 18(+4) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 8 (-1) Charisma: 14 (+2) COMBAT (+8,+8) 16 PP Initiative: +8 (Dexterity +4, Improve Initiative +4) Attack: +4 (+4 base), Power +8 (+4 Base, +4 Accurate) Grapple: +4 (+4 Melee Attack) Defense: +10 (+4 Base, +6 Dodge Focus), +4 Flat-Footed Knockback Resistance: -2 SAVING THROWS (+6+6+7) 19 PP Toughness: +6/+2 (+4 Defensive Roll, +2 Constitution) Fortitude: +8 (+2 Con, + 6 PP) Reflex: +10 (+4 Dex +6PP) Will: +6 (-1 Wis, +7 PP) SKILLS 19PP (72) Bluff: 8 (+10)Skill Mastery Concentration 11 (+10) Craft - Art (Drawing) 4 (+10) Craft - Mechanics 2 (+8) Computers 2 (+8) Disable Devices 4 (+10) Escape Artist 6 (+10) Gather Information 6 (+8) Knowledge (Tactics) 2 (+8) Languages (Italian, Spanish, Russian, French, English [Native]) 4 Notice 11 (+10)Skill Mastery Search 4 (+10)Skill Mastery Sleight of Hand 6 (+10)Skill Mastery Stealth 6 (+10) FEATS 15 PP Defensive Roll 2 Dodge Focus 6 Evasion 1 Improved Initiative 1 Jack-of-All-Trades Luck 2 Uncanny Dodge 1 (Auditory) Skill Mastery 1 (Bluff, Notice, Search, Stealth) POWERS (35, +4, +1, + 10, +5) 55 PP Animation 14 (28 PP Array; Alternate Power 7) [35 PP] (Descriptors: All Mutation) BP: [28 PP] (Animate) Animate Object 8 (Extra: Range[Perception], Sensory Link, Flaws: Distracting, Feedback; Feats: Mental Link 1, Horde 3) AP: [28 PP] (Swift animation) Move Object 12 (Extra: Range [Perceptions], Flaws: Feedback, Feats: Precise 1, Subtle 1, Indirect 2) AP: [28PP] (Fantasia) Move Object 12 (Extra: Area [Targeted Burst 80 ft], Selective, Feats: Accurate 2, Progression 1 Precise 1, Flaw: Range [Touch], Duration [Concentration]) AP: [28PP] (Bedlam) Damage 8 (Damage 8 (Extra: Targeted Area [Burst 80 ft], Selective, Feats: Accurate 2, Precise, Progression 1) AP: [27PP] (Snaring Animation) Snare 8 (Extras: General Area [Burst 80 ft], Selective, Feats: Indirect 2, Reversible, Progression 1, Flaws: Range [Touch]) AP: [27PP] (Rearrange Objects) Shape Matter 6 (Extra: Duration [Continuous], Flaw: Range [Touch], Feats: Precise, Accurate 2) AP: [28PP] (Genius Loci) Container (Drawback: Standard Action to activate - 1 PP) ESP 4 (All senses, Feats: Subtle 2, Flaws: limited to a building or small complex he is physically in) {14} Move Object 3 (Extra: Range [Perception]. Precise, Subtle) {11} Quickness 8 (Flaws: Limited to mental tasks [mostly notice and search in the area] ) For a total of 13 quickness [Descriptor: Omnipresence] {4} AP: [27PP] (Infuse Essence) Boost 7 (All traits [5PP], Extras: Affect Objects [Only objects] +0, Flaws: Affect Others [others only], Drawback:Only mundane objects) Comprehend 2 (Objects 2 ranks) Flight 1 (Drawback: Platform) Object Mimicry 2 (Variable Power [10PP], any trait all at once, Flaws: Touch Range; Limited to manufactured objects, Action [Standard action]) [10] Quickness 5 (50 speed) Mimicry Samples: Abilities (26) + Combat (16) + Saving Throws (19) + Skills (19) + Feats (15) + Powers (55) = 150 /151 Power Points
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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 Saturday, September 7. 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!
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Serendipity Power Level: 8 (180/183) Unspent Power Points: 3 Trade-Offs: +3 Attack / -3 Damage, +4 Defense / -4 Toughness In Brief: Astonishingly lucky swashbuckler/pirate from a parallel world. Theme: Liberation, by DizzyEight and Errol Allen Alternate Identity: Riel Estime (Public) Birthplace: Paralogue, Earth-Aquivan (Earth Prime has no analogous town, but it’s in the Caribbean equivalent) Residence: Claremont Dorms (Weekdays), Happenstance (ship, Weekends) Base of Operations: Freedom City Occupation: Aquivan Pirate, Claremont Student Affiliations: Crew of the Happenstance Family: Stormchild (Kadene Estime, fraternal twin sister) Description: Age: 16 Apparent Age: late teens/early 20s Gender: Male Ethnicity: Ambiguously Brown (mishmash of what on Earth Prime is African, European, and Native American) Height: 6’ 2” Weight: 170 lbs Eyes: Dark Brown Hair: Black Riel dresses like he just stepped out of an Errol Flynn movie. Poofy shirt, pants straight out of the Age of Sail. Boots, sometimes gloves, etc, you get the idea. It's well weathered clothing, however, and shows where its been mended many times. History: Earth-Aquivan is a very different place than Prime. Some type of apocalypse, war, or combination thereof knocked the place back centuries of progress. It's been deliberately made unclear exactly when that happened, aside from it being out of living memory. Including the stories the very old may have been told when they were young by the very old then, it was at least 2 centuries ago and probably more. Currently, it is the Age of Sail. Moreover, it's the Golden Age of Piracy. That sounds worse than it is. Though there are in theory independent nations, they all are subordinate to the Throneless Ministry. It manages the primary law enforcement and military body aka the Throneless Navy and its Marines. The Ministry itself is a brutal and tyrannical government that uses the Navy and Marines to enforce its authority with maximum force. The Navy and Marines, however, are more of a mixed bag. The corrupt and the wantonly cruel are a part of them, but there are also those serving who believe in helping people and delivering justice. It's not a perfect situation by any means. The Navy, despite the best efforts of many within it, has done some hideous things. But pirates? Pirates are worse. The freedom of the seas appeals to many for many different reasons, but the end result is a class of seaborne marauders stealing, destroying, and killing their way across the seven seas. Except, of course, when they aren't. Because pirates aren't uniformly worse. There are those who take to the seas not for the freedom to rob and pillage with impunity, but to live their lives as they will under no one's thumb. To seek adventure, fun, and camaraderie. This class of pirate may be a minority, but they often rain down hell on the rest for their misdeeds. So, much like the Navy, pirates aren't easily categorized as all good or all bad. This is why Riel Estime and his sister Kadene set out to sea. Freedom and adventure. Well, that, and a certain legendary pirate's treasure allegedly on the other side of the world from where they were born. They were orphans born into poverty. Just dirt poor street kids running around one of the busiest and most important ports in the Western Seas. But of course, kids don't stay kids forever. Mischief that might be laughed off or escaped with nothing more than a stern lecture when done by a five year old is a crime worth hard time when done by a fifteen year old. So it was get some employment/go to jail (giving up on their dreams forever), or taking to the seas. The former option never even entered their minds. They had just started making a name for themselves a year into their journey. A stout ship. A loyal crew. First major bounty issue. The Luckstorm Pirates were riding high, well supplied, and off to finally make the long journey to what on Prime is the Cape of Good Hope. They did not make it. A fog Kadene couldn't disperse rose, and then the seas got exceptionally rough. When the mists cleared, well...the ship and crew were unaware anything was different. Until they got their bearings and realized they were somehow over a thousand miles off course. Which was, naturally, totally impossible. Unless, of course, that was no normal fog. Since Kadene couldn't disperse it, it must have been. To make a long story much shorter, they headed for land, investigated the first bit of land they came to, did some light robbery for perishable supplies, dealt with the handful of "Marines" sent in response, and set sail again. Because something was very, very wrong here. They had zero context for automobiles and modern firearms, let alone computers and smartphones. So they decided to investigate a larger settlement they had seen signs for. This turned out to be Freedom City. It started quietly, with just the twins in the enormous alien city. It ended loudly, with a furious battle on the waterfront and actual water between the Luckstorm Pirates and the assembly of the heroes Aquaria, Sgt. Shark, and a whole mess of cops. Fortunately, the heroes realized they were dealing with foes extradimensional and clueless, not hardened criminals, and the actual ending was rather...amicable, really? Aquaria's word counted for more than perhaps she may have expected, and nobody was crammed into the legal system unnecessarily. Their matter of fact descriptions of their world sounded almost nightmarish, so slack was cut. As long as the twins agreed to attend Claremont Academy, anyway. Meanwhile, the two would actually like to get back home, please. Their dreams of adventure and legendary pirate treasures have not dimmed in the slightest. Personality & Motivation: Riel is very much a free spirit. Freedom and liberty are very important to him. Justice...not so much. He's not a believer in hierarchies or authority on their own merit. He's not going to listen to or automatically respect someone just because of their position. His respect and deference are earned. This isn't to say he's some confrontational jerk. Not at all. He's a pretty nice guy, actually, and charming besides. Very much in the dashing swashbuckler mold. A man of honor socially but in combat? Screw that. Cheat with wild abandon. But to be clear, he decides his actions. The law, social rules, and authority figures do not. He's not opposed to hearing alternative options, but yeah. He'll be perfectly polite and reasonable about it, as long as the issue isn't pressed too hard, but there is no authority that can force his compliance. He's a freedom loving pirate, after all. Motivation wise, he wants to go home. It's not complicated. Various groups in Freedom are allegedly working on it. So it's only fair that he does the hero thing in the meantime to help them and those who support them out. Plus y'know his heart isn't made of ice or stone. Powers & Tactics: On Earth-Aquivan, those who die without achieving their dreams (and didn't ever give up on them) create a magical fruit. These are called Dreamer's Fruits. These fruits, when eaten, grant superhuman powers. They're relatively rare but nonunique, and thus don't have special names. Riel ate one that made him staggeringly lucky. It makes him significantly less likely to harmed by any danger, apparently by sheer coincidence. This gets a little odd when he somehow can avoid being seen by multiple people on open ground actively looking for someone. He even seems to be able to actively manipulate probability to some degree. Tactically, he's a swordsman who can strike unseen basically every turn if he feels like it. With that said, he can use both Defensive and Power Attack at need. Acrobatic Bluff, Improved Feint, and Improved Taunt are on deck to make opponents miserable. Set Up transfers the benefits of these to someone else (like his sister). Improved Trick and Redirect can be good for a laugh. And Takedown Attack makes cutting through minions easier. Power Descriptions: Riel Estime is just some guy with a sword. The vast majority of his powers simply don't have any active manifestation. Luck Control MAY produce a flash of yellow light when used, especially if he's using Spend Hero Point For Another, but that's it. Complications: Weakness (Sinks Like A Rock): Unfortunately, the downside of having eaten a Dreamer's Fruit is suffering paralysis and total power loss when immersed in salt water. Y'know, like the ocean. Fresh water doesn't remove Fruit powers, but they're still paralyzed. A GM may award a Hero Point for this happening. Quirk (Aquivan Pirate): This is kind of a catchall. From another world, so technology, pop culture, and idioms? Mystifying. And doing stuff that doesn't make sense to folks from Prime. Like misunderstanding wound severity because folks take more to die on their world. Or casual petty theft of minor items (primarily but not exclusively food) from stores because while they're good, heroic sorts, where they're from that's not particularly wrong. Especially for pirates. A GM may provide a Hero Point when this cultural disconnect becomes an issue. Responsibility (Luckstorm Captain): Riel is the Captain of the Luckstorm Pirates. They may live on the Happenstance, but these PL4-5s are his job to take care of. Not day to day, as they're adults and can handle that much. But being pirates, even good natured ones, they may get in legal trouble. Or be attacked by supervillains. Or hear the Captain is in trouble and loyally come running to help. Etc. A GM may award a Hero Point when this becomes a problem. Power Loss (Moonlight Jinx): The moon, being linked to the tides and thus the ocean, has an effect on Riel's powers. Specifically, direct moonlight can (but not necessarily WILL) cause his Concealment, Luck Control, or Features to fail. The more full the moon, the more likely it is to happen. Unless, of course, the moon is hidden by clouds, smoke, etc. A GM may award a Hero Point for this happening. Quirk (Way Too Quick Draw): When faced with drawn weapons or other obvious signs of imminent violence Riel has a tendency to automatically draw his sword without consciously deciding to do so. Blame how dangerous the seas and ports of his world can be. This can make de-escalating situations or convincing others of their lack of hostile intent...challenging. A GM may award a Hero Point for this becoming a problem. Abilities: 4 + 6 + 4 + 4 + 4 + 10 = 32PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 10 + 10= 20PP Initiative: +7 Attack: +5 Base, +9 Melee, +11 Sword Defense: +12 (+5 Base, +4 Enhanced Defense, +3 Dodge Focus), +5 Flat-Footed (with powers), +3 Flat-Footed (without) Grapple: +11 Knockback: -2 (w/ D. Roll), -1 (Flat-Footed) Saving Throws: 3 + 5 + 5 = 13PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +12 (+3 Dex, +5, +4 Enhanced Reflex) Will: +7 (+2 Wis, +5) Skills: 68R = 17PP (1PP = 4 Skill ranks) Acrobatics 12 (+15) Bluff 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (civics) 3 (+5) Knowledge (physical sciences) 3 (+5) Knowledge (streetwise) 8 (+10) Language 4 (Dutch, English, French Native, Portuguese, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 2 (+5) Feats: 55PP Acrobatic Bluff Attack Focus (melee) 4 Attack Specialization (Sword (Device 1)) Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Dodge Focus 3 Elusive Target Equipment 2 Improved Initiative Improved Trick Power Attack Quick Draw Redirect Set-Up Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Sidekick 30 (Stormchild) Takedown Attack Taunt Uncanny Dodge (Auditory) Enhanced Feats Defensive Roll Evasion 2 Improved Critical (Sword Strike (Strike 3)) Luck 4 Equipment: 2PP = 10EP (1 rank of the Equipment Feat = 5 'Equipment Points') Happenstance [Vehicle, 10EP] Size [2EP]: Colossal Strength: 50 Defense: -8 Toughness [1EP]: 14 Features[2EP]: Living Quarters Personnel Powers [3EP]: Speed 1 (10 mph, 88 ft/rnd) [1EP] Super-Movement 2 (Water Walking; Flaw: Permanent) [2EP] Powers: 10 + 30 + 3 = 43PP All powers except the Sword use magic as a source descriptor Concealment 10 (Escape Notice; Flaws: Passive) [10PP] (luck) Container 6 (Fortune’s Favorite Son; 30PP Passive Container) [30PP] (luck) Enhanced Defense 4 & Enhanced Reflex 4 (Fortunate Evasion; Feats: Defensive Roll, Evasion 2 ) [15PP] (luck) Feature 1 (Charmed Life; Riel is largely immune to routine “bad luck”. He will never get a flat tire, have to wait in line, or run into delays due to traffic accidents or weather.) [1PP] (luck) Feature 1 (Gambler; Riel can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, the game is resolved normally).) [1PP] (luck) Luck Control 3 (Luck of the Devil Himself; Force a Re-roll, Negate GM Fiat, & Spend Hero Point for Another; Feats: Luck 4 ) [13PP] (luck) Device 1 (Sword; 5PP Container; Flaws: Easy-To-Lose) [3PP] (sword) Strike 3 (Sword Strike; Feats: Improved Crit, Mighty) [5PP] (slashing) DC Block Name Attack Bonus Range Save & DC Effect Unarmed +9 Melee 17 Toughness Damage Sword Strike +11 Melee 20 Toughness Damage Totals: Abilities (32) + Combat (20) + Saving Throws (13) + Skills (17) + Feats (55) + Powers (43) - Drawbacks (0) = 180/183 Power Points
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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.
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Slipstream Power Level: PL 8 (180/187PP) Trade-Offs: +1 Defense/-1 Toughness Unspent Power Points: 7 In Brief: Refugee from a destroyed timeline with a complicated legacy. Alternate Identity: Lynn Conners Birthplace: Freedom City, New Jersey (Earth-A-45 (extinct)) Residence: Freedom City, New Jersey (Prime) Base of Operations: Claremont Academy during the school year Occupation: Student Affiliation: Claremont Academy Family: Megan Conners (mother, Velocity Earth-A-45 (extinct), deceased); Kyle Conners (father, Siphon Earth-A-45 (extinct), deceased); Lawrence Conners (half-brother, Earth-A-45 (extinct), deceased?); Louise “Lulu” Beaumont (foster sister, Crystal-Gazer - Earth-A-45 (extinct), deceased); Megan Howell-Harrow (adopted mother, Velocity – Prime); Robert Harrow (adopted father, Prime); Lawrence Harrow (adopted brother, Timeout – Prime); Louise “Lulu” Beaumont (foster sister, Crystal-Gazer – Prime) Description: Age: 16 (June 2014 – Earth-A-45(extinct); was 15 years old when she arrived in Prime in April 2024) Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5’ 5” Weight: 105 lbs Eyes: Blonde Hair: Blue Lynn inherited her mother's looks, but generally keeps her appearance rather understated, not wearing much make up or otherwise emphasizing or enhancing her natural beauty. She has a lean, tone body with plenty of curves. She tends to dress rather conservatively, opting for stylish clothes that are not flashy or very reveling. Like her mother, Lynn has bright blue eyes that seem almost to burst with energy. As Slipstream, Lynn wears a black and red morphic molecule bodysuit with a red belt with several pouches. She also wears a pair of high-tech goggles similar to the ones worn by Velocity, but black in color (and with red lenses). History: Earth-A-45(extinct) was an alternate timeline that was very similar to Prime. While there were some differences in the timeline, for the most part the major trajectory of events was the same as Prime. As in Prime, Megan Howell of Earth-A-45(extinct) was exposed to an unexpected mixture of chemicals during a field trip to Astro Labs during her Sophomore year in high school and gained superpowers and began operating as Velocity. Much of her career as Velocity matched that of the Velocity on Prime, until the formation of the Interceptors. While Prime Velocity left the team after a short while, Earth-A-45(extinct) Velocity remained active on the team up until the events of Archevil. During those events, two of the Interceptors, Grimalkin and Colt, sacrificed themselves to save the other members of the team. It was after those events that Velocity left the Interceptors, and, as on Prime, went overseas to spend a year studying at Cambridge. As was the case on Prime, Earth-A-45(extinct) Megan again met Robert Harrow at Cambridge, and the two began dating. However, this version of Robert came into possession of the Stopwatch at this time. As a result of circumstances unknown to Lynn, Robert Harrow died within a few months of obtaining the Stopwatch. Megan left Cambridge early, returning to the States pregnant with Robert's child. Lawrence Harrow was born in 2012, as Megan was continuing to finish her economics degree at Yale. As on Prime, Earth-A-45(extinct) Megan moved back to Freedom City in December 2012 to begin an internship at Summit Financial at the start of 2013. She also met, and began to date Kyle Conners, a freelance reporter for the Freedom Ledger. A few months after they began dating that Kyle learned Megan was Velocity, and she learned he was the hero Siphon, and they married not long after, with Kyle adopting Lawrence. Lynn was born in June 2014, named after her mother's close friend Lynn Epstein (Grimalkin), who had sacrificed herself to save Megan and the other Interceptors. Lynn was born less than a month before Beth Walton-Wright (Lady Liberty) gave birth to twin daughters, Madison and Mary (just as she did in Prime). Given this closeness in age, Lynn grew up being best friends with the twins. With her mother continuing to work in the financial industry (unlike Prime Megan Howell), Lynn lived primarily in the Wading Way or other nearby parts of downtown Freedom City in a few different apartments and penthouses owned by her parents. At a rather young age, it became apparent that Lynn had inherited not only her mother's super speed powers, but her father's power mimic and energy draining abilities. Lawrence meanwhile, demonstrated the ability to control time. While Lynn inherited her mother's looks, she tended to be more reserved and overall kept her appearance more understated. While she also had clear athletic ability from both her parents (her father having been a high school and college football star), Lynn never really took to athletics, although she did continue with gymnastic lessons for a while. Instead, from a fairly young age, she focused on music and started playing violin before she was ten. A few months before Lynn’s sixteenth birthday, Lawrence (who was eighteen) was experiencing extreme, and sometimes painful, power spikes. Concerned, Lynn's mother took Lawrence to the Goodman Building so the Atoms could run some scans and other tests. Lynn accompanied them on the trip, and was thus present when her half-brother began to merge with Collapse, becoming a human shaped tear in the time-space continuum. The Atoms and Velocity proved unable to contain the emergent Collapse, as time and space around him began to unravel. In the chaos, and at the urging of her mother, Lynn used her powers to reach out and copy her brother’s dimensional/time travel abilities to escape. But being unfamiliar with those abilities, the fifteen-year-old was unable to fully travel to Prime, instead getting trapped in a part of Z-Space, halfway between her dying timeline and Prime. This caused anomalies in Atomic Tower in Prime, which were investigated by members of the Atoms Academy, leading them to Z-Space in search of the source. Meanwhile, aspects of Collapse had pursued Lynn into Z-Space, seeking to draw her back to Earth-A-45(extinct) to be destroyed along with the rest of her timeline. The members of the Atoms Academy intervened, managing to help Lynn escape the aspects of Collapse and brought her back to Prime. Upon learning Lynn's story, the Atoms Academy reached out to Velocity, who came to meet Lynn. Horrified at hearing the teen’s story, Megan Howell-Harrow quickly got herself named Lynn’s legal guardian, along with her husband in Prime, Robert Harrow, while they began the process to adopt her. In the meantime, they have been trying to help Lynn acclimate to being in a familiar, but at times very different timeline, which has included getting her extensive counseling to help her deal with the trauma of what she had experienced and the knowledge that everyone she knew and loved in Earth-A-45(extinct) was gone. Personality & Motivation: Lynn had always been rather reserved, although she could be quite warm and caring with those she was particularly close with. While well-mannered and able to carry on conversations in social settings, she was never the social butterfly/life of the party like her mother. Since the terrible events that led to her coming to Prime and the destruction of her timeline, Lynn has become even more withdrawn and quiet as she both tries to process the trauma and adjust to living in a place that is both so familiar and so different at the same time. Even while she was still back in her original timeline, Lynn was becoming more cognizant of the complicated legacies before her. Not only was she the daughter of a member of the Freedom League, with powers clearly identical to her mother’s, but she also had her father’s powers and the knowledge she was named after a heroine who had sacrificed herself to save not only Lynn's mother and other members of the Interceptors, but countless civilians as well. None of this has been made any easier by her arrival in Prime, where she is still likely to be equated to Prime’s version of her mother (given their identical powers and general appearance), but also an increasing sense of responsibility to do something to honor the memory of her mother, father and everyone else she lost in the destruction of her timeline. Powers & Tactics: Like her mother (and Prime Velocity), Lynn's primary power is speed, begin able to break the sound barrier running, deliver supersonic punches and even generate localized sonic booms that can be rather destructive. However, Lynn also has her father's powers, allowing her to copy others' powers and even temporarily suppress those powers, as well as being able to drain others' physical and mental characteristics (and able to temporarily boost her own should she choose to). Complications: That isn't how it happened: Lynn comes from a timeline that was very similar to Prime, but there are differences (large and small). The GM can give Lynn a HP and rule she auto fails a Knowledge/Gather Information check representing her recalling someone/something from her timeline, but what she recalls is not the same as on Prime. Days of future past: When Lynn left her timeline, it was about five and a half years ahead of Prime. The GM can give Lynn a HP and rule that she gets confused remembering something that either has not happened yet, or may never happen in Prime. It gets better with time: Lynn is still processing what happened with her brother and the destruction of her timeline (and deaths of her family and friends). The GM can give Lynn a HP and rule that some threat she encounters triggers memories of the destruction of her timeline, making Lynn Shaken for the encounter until she makes a DC 20 Will save. Complicated Legacy: Lynn inherited her mother's powers, and while Prime Velocity is not technically Lynn's biological mother, the similarity still holds true such that many (both ally and enemy) could equate Lynn with the Freedom League speedster, influencing their reactions/expectations. The GM can give Lynn a HP when these reactions make things more complicated for her. Abilities 0 + 6 + 6 + 8 + 4 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) / 24 (+7) (Enhanced Stat) Constitution: 16 (+3) / 24 (+7) (Enhanced Stat) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +19/+23 Attack: +4, +8 w/Strike, Rapid Fire, Drains, Mimic Grapple: +4 Defense: +9 (+5 base, +4 Dodge Focus)(+3 flat-footed) Knockback: -3 Saving Throws: 0 + 3 + 4 = 7PP Toughness: +7 (+7 Con) Fortitude: +7 (+7 Con) Reflex: +10 (+7 Dex, +3), Evasion 2 Will: +6 (+2 Wis, +4) Skills: 76R = 19PP Acrobatics 8 (+11/+15) Craft: Artistic 8 (+12) Concentration 4 (+6) Diplomacy 4 (+8) Drive 2 (+5/+9) Gather Information 4 (+8) Kn: Art 6 (+10) Kn: History 6 (+10) Kn: Physical Sciences 2 (+6) Lang: [English (native); Italian; German] Notice 8 (+10) Perform: Stringed (violin) 11 (+15) Perform: Dance 2 (+6) Pilot 1 (+4/+8) Sense Motive 8 (+10) Feats: 4 PP Benefit 1 (Wealth 1) Luck Uncanny Dodge (sight) Well Informed Powers: 4 + 44 + 33 + 19 = 100 Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP] Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5} Container 8.8 [Speedster] [44 PP] Enhanced Constitution 8 {8PP} Enhanced Dexterity 8 {8PP} Quickness 7 (X250) {7PP} Speed 7 (1,000 MPH) {7PP} Super Movement 3 (Wall Running 2 (Flaw: only while moving); Water Running (Flaw: only while moving)) {3PP} Enhanced Feats 11 (Dodge Focus 4; Improved Initiative 4; Evasion 2; Move By Action) {11PP} Super Speed/Power Thief Array 13.5 (27PP Array; Feats: Alternate Power 6) [33PP] BP: Strike 8 (Feats: Accurate 2 (+4 hit), Takedown Attack) {11/27} AP: Sonic Boom (Damage) 8 (Extra: 40-ft. General Area Burst) {16/27} AP: Insubstantial 4 (Affected by Vibration effects) and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/27} AP: Rapid Fire: Blast 8 (Extra: Autofire; Feats: Accurate 2 (+4 hit)) {26/27} AP: Vitality Thief: Drain 8 (All ability scores at once (3PP per rank); Extra: Alt Save: Will (0); Feat: Slow Fade (recover 1 PP per minute), Accurate 2 (+4 hit)) {27/27} AP: Vampire: Drain 8 (Any one ability score, one at a time (2PP per rank); Extra: Alt Save: Will (0); Feat: Slow Fade (recover 1 PP per minute), Accurate 2 (+4 hit)); Boost 8 (Any one trait (2PP per rank); Extra: Linked to Drain (0); Flaw: only boost trait drained and by amount drained; Personal; Feat: Slow Fade (lose 1 PP per minute)) {24/27} AP: Power Thief: Drain 8 (All powers, all at once (3PP per rank); Extra: Alt Save: Will (0); Linked to Mimic (0); Feat: Slow Fade (recover 1 PP per minute)) {25/27} Mimic 8 (all powers at once (4pt per rank) 40 PP to allocate; Extra: Linked to Power Thief AP (0); Flaws: Will Save; Tainted; Feat: Accurate 2 (+4 hit); Selective) [19PP] 32 + 18 + 7 + 19 + 4 + 100 = 180 / 187 PP
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Player Name: Eternal Phoenix Character Name: Effigy Power Level: 8 (180/190 PP) Trade-Offs: +4 Damage, -4 Attack(Pyrus), None (Pyroboltia); +4 Toughness, -4 Defense Unspent PP: 10 In Brief: Fiery teen sorceress blazing her own trail Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrases: Various fire related threats, profanity, combinations of the two. Themes: Burn It Down, by Five Finger Death Punch; Burn, by Divide Music Alternate Identities: Wilona Tabana Identity: Secret Birthplace: Freedom City Occupation: Student (grudgingly) Affliations: Claremont Academy Family: No known blood relations; Naomi Ellison (found family) Age: 16 (Born in 2005) Apparent Age: Mid to late teens Gender: Female Ethnicity: Latina (apparently, she dunnos) Height: 5’ 9” Weight: 140 Eyes: Dark Brown Hair: Reddish Brown Description: Wilona doesn’t display an iota of skin below the neck. This includes gloves. Plenty of scattered burn scars (especially the vein like pattern on her right arm), and it makes a girl look vulnerable, displaying skin like that. Civilian attire is battered old hand me downs from charity places. Jeans, when she can get them. She likes reds in her shirts and dark colors in her pants. The Effigy Robes are a dull orange. Brighter at the shoulders and darkening close to red as it goes down her legs. They’re basically a really long tunic with pants underneath secured by a rope belt. There’s a domino mask, too, but sometimes she forgets it. It’s new since Claremont, after all. History: Wilona Tabana doesn’t remember her family. Or if she ever had one. She was a street kid. Homeless. Anonymous. That’s what she remembers. That’s what her life was. That, and the fire inside. And just as often, outside. She was a pyromancer born. Fire obeys her. Maybe not something a grade school kid should have, but eh. Nobody got that hurt. Kids are small. Easier to hide. Scavenging food, dodging cops, discouraging pervs, welcome to life on the street. Winter wasn’t a problem, though summer sucked. She was…kind of lonely. Homeless people can be good company (and sometimes not), but there weren’t exactly an overwhelming number of kids her age. But honestly, she had stuff to do. Got to stay out of sight during school hours, so might as well learn something. She thought maybe, since she can make fire happen, she can do other stuff. Just had to replicate the feeling, right? Right. Well, it wasn’t exactly the same, but hey she could do other stuff. Lot of trial and error between those two sentences, but again she had the time. @$%ing hard, but she could do it. And after she figured that out, she met Naomi. Richie rich girl, born with a silver spoon in her mouth. That’s what the folks she knew said, but they never bothered to talk to her. She was lonely, too. It wasn’t a friendship, exactly. But Naomi knew stuff. Important stuff growing girls should know. And she had food, sometimes. So they hung out, sometimes, between school and her art lessons. It was something. Then the Terminus invaded, and everything went to hell. The nightmare of the invasion cannot possibly be understated. People Wilona had known for years were…gone. Or worse. And for the first time, she had to find out how powerful her fire actually was. It was uh, rather powerful. Blow holes through those metal freaks with the weird poles powerful. 13 years old, and the most potent pyromancer on the street. So she pitched in. At first heroically, but then just to clear enough space to find a good hole and crawl in. Way too many of those freaks, and they were talking an interest in her. Then she came across the smashed limousine. She knew it. The Ellisons used it all the time. The only person in it still breathing was the terrified out of her mind Naomi, so Wilona pulled her out and took her into said hole with her. Freedom’s heroes kicked the Terminus back the hell out of our dimension. Wilona taught Naomi the ways of the street. The latter was mutated by her exposure to Terminus energies, among everything else happening that day. Turning invisible and slinging invisible force was incredibly useful for scavenging food, ducking cops, and discouraging pervs. It also explained by they weren’t bothered in the hole they crawled in. It took time to put Freedom back to something resembling normal. It took more time to sort out all the reports and sightings. But eventually an interesting report about a potent fire slinging young girl crossed the desk of Headmistress Callie Summers. That girl had saved lives that day, and newer reports indicated she was still alive and in the city. Finding her would prove to be quite challenging. No fixed address. Avoids cops and superheroes like the plague. A hell of a lot smarter than she pretends to be. Getting through to her would prove to be an even greater challenge. Wilona was naturally suspicious and hostile to anything resembling an authority figure that wasn’t like, a kindly nun or something. Granted, all of them (from a certain point of view) wanted to curtail the huge amount of personal freedom she currently enjoyed to live her life the way she saw fit. That’s a hell to the no on that one. Miss her with all that talk about the law, responsibility, or whatever. Wilona did what she thought was the right thing to do, and to blazes with anyone who tried to make her do otherwise. The headmistress had to handle this carefully, or Wilona would absolutely refuse to cooperate. Her actions since the Invasion indicated a desire to be a superhero, but she was clearly aware that as a minor, the law was not on her side as far as operating independently of…well, anything and anyone who wasn’t Naomi. Hence avoiding cops and superheroes like the plague. So instead of the direct approach, the headmistress played to her curiosity and obvious intelligence. Rather than command, Ms. Summers and her agents questioned. Better clothes. Better food. A safer environment. More people who care about her. Doesn’t she want these things? Doesn’t she want these things for Naomi? Wilona, predictably, got pissed off. But it was obvious these were things she wanted. She wasn’t stupid. These were things she’d considered for a while now. The stumbling block was, as ever, surrendering even the tiniest bit of her autonomy. So she was kind of stuck, and thus, nothing changed. So, Ms. Summers offered a solution. She would become Wilona’s official guardian, just long enough so that she could become emancipated. She, with the Ellison estate’s cooperation, also did this for Naomi. So both would be effectively independent, because Naomi inherited her parents’ uncountable riches, they didn’t have parents of any kind, and honestly they’d been living independently for three-ish years anyway. Much longer in Wilona’s case. This meant that neither had any legal obligation to remain at the Claremont Academy if they no longer desired to be there, and Ms. Summers was perfectly willing to waive the financial obligation. This made it so much easier, so Wilona agreed to attend and live there. Only on a trial basis, she insisted. Sure, whatever. Personality & Motivation: Wilona Tabana comes in three layers. Cockiness and braggadocio for days when she’s playing around. Anger and intimidating pyromania when the gloves come off. And finally the core of her, a stubborn willfulness that makes even the more recalcitrant mule look pliant. She’s extremely self-reliant and independent, to a literally self destructive degree. She has the burn scars to prove it. Nobody makes her choices for her. She’ll destroy herself first. Well, maybe whatever’s restraining her first. But still. She’s got to have everything her own way, and the only way she’ll ever do anything is on her own terms. She doesn’t trust anyone besides herself. Okay. Naomi, some. But not completely. She plays up her temper and pretends to be a pyromaniac to push people away. Keep them at a distance. She does have a truly volcanic temper, but it’s not nearly as hair trigger as she pretends. She doesn’t have any special love for fire, though, aside from how it’s helped her out over the years. She will do whatever it takes to avoid feeling vulnerable or helpless. These things aside, she’s not a bad person, really. She’s got the heroic spirit, and does care about others. Though, she’s only a pain in the ass if you disrespect her free will and autonomy. Don’t do that, and she’s an excellent friend who will respect your free will and autonomy in turn. Because you see, her autonomy thing just applies to her. She's not about to champion the cause of free will throughout the world. That would be interfering with the free will and autonomy of others. Like hell she's gonna do that. So how does she justify fighting crime? Well, she's not stopping the bad guys from making their own choices. But she can and does choose to blast them in the face for it. Choices have consequences, after all. Her character arc, surprisingly, is not about learning humility or how to control her temper. It’s about learning how to be comfortable with being vulnerable and/or powerless. Power Descriptions: Wilona’s pyromancy is, well, fire. Even when she’s holding a spell in her hand, it looks like her hand is on fire. Light, heat, etc. So when she casts a fire spell, it’s hot. Contained so it does what she wants, sure, but anybody adjacent is going to feel the flash of intense heat and accompanying wind as the fire is emitted. Her other powers are not pyromancy. They are obviously self taught basic magic. Crude, amateur work. Her teacher ought to be ashamed…except she’s never had one, so it wraps back around to kind of amazing. They’re all basically all some shade of blue. Fortius is extremely translucent, as is Castillius as they’re force effects, but the others tend to be a solid color. Powers & Tactics: Wilona is an inborn pyromancer and self taught magician. She has a burning soul, and as such her pyromancy’s energies come directly from it. Her fire magic comes as naturally to her as breathing, and requires no special incantations or anything else to use. Regardless of how she prefers to use it. Pyromancy isn’t the most flexible of ‘mancies, and Wilona not knowing subtle if it bit her on the ass doesn’t help. Basically she throws a lot of fire around. Pyrus is one big blast, Infernus usually a thrown fireball (though she can do a sudden explosion instead when she’s feeling fancy), and Pyroboltia is a series of weaker blasts. Fire Control she genuinely doesn’t see as a spell, and it arguably isn’t one. Fire just obeys her will. They are all done with her right hand. Always. Her other spells are different. She needs to do them the way she figured out how to do them or they won’t work. They’re all cast with a specific gesture with her left hand and calling out the name of the spell. And they use ambient mana, not the energy generated by her soul. Fortius is a shield of force that augments her Effigy Robes. The gesture is pressing her hand to her sternum. Libertas is commanding the wind to carry her aloft. The gesture is her hand outstretched to her side. Aerus Servinius makes wind-based telekinesis happen with a literal wave of her hand. Castillius sees her slap her hand to the ground to make fields of protective force rise up from it. Sensus Displacius has her slap the heel of her hand against her forehead to literally displace her senses. All the names can’t be winners. She doesn’t have a magical tradition, at least not in the traditional (heh) sense. She appears pseudo-Hermetic, but that’s only because of the Western pop cultural version of Hermeticism being so pervasive. She technically didn’t have to use dog-Latin and a fancy gesture, but that’s what wizards do, right? And libraries are free. So her power stunts with her “Wizardry” array are going to be very basic and unsubtle. No Concealment, Incorporeal, or attack powers. Tactically, Wilona prefers the direct approach. Move action Startle, +4 All Out Attack with Pyrus. One opp, smacked down. Mmmmaybe throw in +4 Accurate Attack if they have like, only human durability or something. Infernus works well for groups, and Pyroboltia also synergizes well with a successful Startle. Her other spells are for utility and support, which is not really something her partnership with Naomi has seen her doing a lot of. Still, provided she hasn’t been ordered/commanded/whatever to do it, she has no problem sliding to a support role. Flight is very useful for staying out of melee range. So many ugly beasties want to rip your face off. As for power stunts, she has a couple Dazzles (in single target and perception area varieties) and a single target Snare (made of solidified fire, somehow) possible for Pyromancy. For “Wizardry” it’s a bit more complicated. Basically, the spells in it are successful ideas she’s tried out and practiced until they consistently worked. They’re quite literally the only ones she knows. So under normal circumstances, she’s incapable of power stunting with her “Wizardry” array. What would change this is exposure to another magician. She’d have to witness them doing something she can’t. Then and only then would she be able to power stunt her own version of such an effect. Given, of course, that it wasn’t something too subtle or an attack power. Complications: The Building’s On Fire, And It’s Probably My Fault: Wilona is a pyromancer, a fire sorcerer. And she’s not a particularly subtle one. It’s not impossible that she’ll set something on fire she didn’t intend to when she misses with a Pyromancy array attack. Like the building she’s in. Or the forest. Or the-you get the point. A GM may aware a Hero Point for triggering this. Yay, New Burn Scars: Her pyromancy cuts both ways. She is not immune to fire at all. Repeated use of it without breaks can cause her to start to overheat and burn. Extra Effort or several rounds consecutive use can add extra Bruises and/or Injuries, Daze/Stun her for a round, or anything else a GM might think up. Naturally, a Hero Point is awarded if this occurs. 404, Mana Not Found: Her other magic relies on ambient mana found in the world. If she’s been using them heavily, she’s in a barren wasteland or something (since mana comes from living things), or some other reason that makes sense, there can just not be enough mana around for them to be used. A GM may aware a Hero Point for triggering this. Temper, Temper: While Wilona’s temper isn’t as easy to trip as she pretends, it is truly volcanic in nature. Like most people, she can normally keep a lid on it. However, harming Naomi, trying to outright control Wilona herself, or just doing something incredibly evil in her presence are all excellent triggers. In such a state, she is completely irrational and likely trying to do her level best to completely incinerate the target of her rage whether or not this is possible, anyone is trying to stop her, or is even a good idea. A GM may award a Hero Point for this complicating everyone’s lives further. Abilities: 0+2+4+10+0+10=26 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 20 (+5) Wisdom 10 (+0) Charisma 20 (+5) Combat: 6+6=12 Initiative: +1 (+1 Dex) Attack: +3 Base (+4 Ranged, +8 Pyroboltia) Grapple: +3 (+12 Aerus Servinius) Defense: +4 (+3 Base, +1 Dodge Focus, +2 Flat Footed) Knockback: -10 w/Force Field & Robes, -5 no Field, -1 with neither Saving Throws: 2+3+12=17 Toughness: +12 (+2 Con, +4 Protection, +6 Force Field); Impervious 8 Fortitude: +4 (+2 Con, +2) Reflex: +4(+1 Dex, +3) Will: +12 (+0 Wis, +12) Skills: 48 SP= 12PP Concentration 12 (+12) Intimidate 10 (+15) Knowledge (arcane Lore) 5 (+10) Language 2 (Latin, Spanish, English Native) Notice 5 (+5) Sense Motive 5 (+5) Stealth 4 (+5) Survival 5 (+5) Feats: 40PP Accurate Attack All Out Attack Attack Focus (ranged) Dodge Focus Luck 2 Power Attack Precise Shot Second Chance (concentration checks to maintain powers) Sidekick 30 (Invisigirl) Startle Powers: 73PP (All powers have “Magic” as a source descriptor. Effect descriptors are noted where necessary) Array 13 [26 PP, Feats: Alternate Power 3] (Pyromancy, all fire effects) [29 PP] Base Power: Blast 12 (Feats: Improved Crit 2) (Pyrus) [26/26PP] Alternate Power: Blast 8 (Feats: Progression, Increase Area 2; Extra: Burst Area [40-200 ft radius]) (Infernus) [26/26PP] Alternate Power: Blast 8 (Feats: Accurate 2; Extra: Autofire) (Pyroboltia) [26/26PP] Alternate Power: Move Object 12 (Extra: Range [perception]; Flaw: Limited [to Fire]) (Fire Control) [26/26PP] Array 9 [18 PP, Feats: Alternate Power 2] (“Wizardry”) [20 PP] Base Power: Move Object 6 (Extra: Range [Perception]) (Aerus Servinius) [18/18PP] (air/wind effect descriptor) Alternate Power: Create Object 6 (6x5’ cubes; Extra: Impervious) (Castillius) [18/18PP] (force effect descriptor) Alternate Power: ESP 6 (Visual & Auditory, 20 mile range) (Sensus Displacius) [18/18PP] Device 2 (10PP Container, Flaw: Hard to Lose) (Effigy Robes) [8PP] 25DP Total Protection 4 (Feats: Quick Change, Subtle; Extra: Impervious) [10DP] Flight 3 [6PP] (Libertas) (air/wind descriptor) Force Field 6 (Extra: Impervious 4) [10 PP] (Fortius) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +3 Melee 15 Toughness Damage Pyrus +4 Ranged 27 Toughness Damage Infernus N/A, Area Ranged 18 Reflex half, 23/19 Toughness Damage Pyroboltia +8 Ranged 23 Toughness (Autofire) Damage Abilities 26 + Combat 12 + Saving Throws 17 + Skills 12 + Feats 40 + Powers 73– Drawbacks 0= 180/190
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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 )
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Bounce Power Level: 10 Effective Power Level: 8 Power Points: 150/156PP Unspent Power Points: 6pp 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 (8PP 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) = 150/156 Power Points
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Vanya "Jack” Davydov Power Level: 10/built to 8 (150/155PP) Unspent Power Points: 5pp 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) = 150/155 Power Points