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  1. Starshine Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Everyday teen bonded to a powerful artifact. Catchphrase: "Here we go...!" Theme: Build a Bitch - Bella Poarch Alternate Identity: Rosalind Sommaripa (Secret) Birthplace: Shamong, New Jersey Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: None Family: Janina Sommaripa (Mom), Alexander Sommaripa (Dad), Calliope Sommaripa (Gran) Description: Age: 16 (DoB: 20th Februrary 2005) Gender: Female Ethnicity: Greek-American Height: 5'5" Weight: 150 lbs Eyes: Brown Hair: Red Rosalind has one of those faces that looks more mature, but not old, than her sixteen years. Despite her best effort to look younger people think she'd older and therefore more mature than she'd really like. It probably doesn't help that her mother insists on her having a practical boring hairstyle, despite several (ahem) close shaves. Likewise, her clothes tend to be practical and a little on the baggy side, with her managing to stay just the wrong side of fashionable and cool. The bracelet, it has, nor needs, any other name, is a rather simple design of a thick band of silvery metal. When activated it glows with power that is quite obvious in all but the darkest of situations. Sometimes in this form faint symbols and circuitry can be made out behind the light, though so far no one has been able to work out what the rapidly changing designs actually mean or represent. Still not quite convinced that she's a full-on Superhero she's not even considered any kind of costume for herself, instead of using the standard Claremont uniform when danger calls. The only thing she does wear is a pair of old aviator goggles, ostensively to keep bugs out of her eyes. Her gran insists that they belonged to a famous ancestor that fought for the allies in World War 2. Rosalind suspects that they were just something she picked up at a thrift store, though she still wears them as a good luck charm. History: Long ago an advanced race of aliens created, as many often do, what they thought was the ultimate personal weapon. What happened to their species is unknown but the bracelet like weapon fell into the hands of multiple warlike species out to unlock the apparently deadly weapon. Each time they seemed to be able to activate the weapon and would pass it on to the next species and the cycle would continue. In 1947 AD the device found its way into the hands of a Grue Scout ship which properly crash-landed on Earth, the U.S. Airforce like all the others attempted to figure out the bracelet before boxing it away and keeping it in a series of less predacious storage facilities. In Winter 2020 on its way to another storage facility in Freedom City something happened and the bracelet was lost from its storage crate, some of the crazier theories suggested that it escaped. The item inert and with many more interesting artefacts the lost wasn't really noticed and few care about its recovery. Meanwhile, Rosalind Sommaripa was having a fairly uneventful life growing up in Shamong, New Jersey. She wasn't popular, talented or pretty sitting in that happy middle ground of just getting on with things. The closest thing that came to the excitement was when a super flew overhead on their way back to Freedom City, and whilst Rosalind might idly daydream of moving to the big city she was content to live out her high school years in relative peace and quiet. Not that she wouldn't get involved if she saw injustice, her gran always said the women of the family had a fire inside them, and that where the amazing, and awful, trouble. began! In the spring of 2021 whilst enjoying the warming weather Rosalind was walking in Wharton Forest, so remote and boring even the Green Man didn't bother to hang around when she saw a group of Jocks hassling a couple of her fellow classmates. On her way over to give them a piece of her mind fate intervened and she tripped on something, the alien bracelet that had been lost all those months before. Long sleeping inside the intricate circuitry of the alien device the synthetic intelligence came across something that it normally didn't encounter. Instead of a mind bent on conquest and destruction, or harnessing its powers for its own end, it found a mind concerned only for helping others and defending the weak. Fascinated it scanned the brainwaves of Rosalind to discover someone so very unlike the warriors and scientists it normally encountered, in a pique of interest it did something it hadn't done in many millennia and bonded with the young woman. All of this was a surprise to Rosalind who suddenly found this glowing bracelet bound to her arm, trying to shake it loose only caused it to fire a blast of light (which ironically scared away both the jocks and fellow classmates) throwing her into the air. It wasn't the most graceful way to find she could now fly, but her momma hadn't raised no fool, and she quickly figured out what had happened and got, some, control over the situation. Over the summer she slowly gained control over the alien device, not helped that the SI couldn't form words, only emotions and vague impressions, trying to keep this all secret until she'd figured out just what to do with this unearthly power she'd been gifted with. Despite being careful a glowing flying figure gains some attention, especially in a place as quiet as Shamong, and someone came looking for Rosalind offering a chance to train to better use her powers at Claremont academy. Personality & Motivation: Sensible and level headed are probably the best way to describe Rosalind. She will always try to think her way out of any situation before resorting to more extreme solutions, which is why the bracelet chose her in the first place. Though she does have a bit of a temper when she sees something she considers an injustice and isn't beyond getting involved powers or no. Despite her outwards signs of being together, she is in fact a bundle of insecurities, like many teens her age, and to counter such tends to rely on self-deprecation humour. And though she'll happily take the mickey out of herself she won't allow anyone to do likewise to others. if it wasn't for that she is pretty sure she could blend into the background and allow others to take the lead, and in general situations, she's happy to do that. Especially within the bounds of Claremont where she feels like a very small fish in a massive pond filled with superpowered sharks. Powers & Tactics: Rosalind is not a skilled tactician in the slightest and hence has a pretty simple tactic to deal with supervillains. Never strike first, but if trouble starts hit them with everything you've got until they fall down and can be arrested. She's not stupid, however, despite her claim sometimes, and if something isn't obviously working she will attempt something else. Conditioned by high school she's a natural follower over being a leader, being able and capable of taking orders and offer good options for team efforts. Power Descriptions:The advanced alien bracelet using immense energies generates a powerful electromagnetic field. These can be used offensively or defensively whilst also allowing Starshine to fly at high speeds safely. All of the effects are however accompanied by an aura of light, normal white but it can change in intensity and colour depending on what the bracelet is trying to do and the general mood of both Starshine and the bracelet. Complications: Imposter Syndrome: Everyone at Claremont is smart, prettier and just all-around better at being a superhero than Rosalind. The GM can offer a hp for Starshine to fret so much that for a short while she can't access any of her powers. Pacifist: Until someone throws the first punch (or blast) or others are obviously in danger Rosalind's morals and the bracelets programming won't let her use her powers offensively. Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP Strength: 12/24 (+1/+7) Dexterity: 10 (+0) Constitution: 12/24 (+1/+7) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 10 + 6 = 16PP Initiative: +0 Attack: +7 Hard Light, +6 Melee, +5 Base Melee Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7/+19 Knockback: -0/-5 Saving Throws: 0 + 6 + 4 = 10PP Toughness: +1/+7 (+1/7 Con, +0 [Impervious 4]) Fortitude: +1/+7 (+1/+7 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +5 (+1 Wis, +4) Skills: 36R = 9PP Computers 3 (+5) Diplomacy 8 (+10) Knowledge (Current Affairs) 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (English [Native], Greek) Notice 9 (+10) Sense Motive 9 (+10) Feats: 2PP Luck 1 Online Research Attack Focus (Melee) 1 Attack Specialization (Hard Light) 1 Dodge Focus 4 *Enhance Feats from The Bracelet Powers: 54 = 54PP The Bracelet 13 (65PP Device, Hard to Loose, Feat: Restricted 2 [Only Usable by You]) Alien Artifact [54PP] Body of Light 6 (12PP Array, Feat: Dynamic Alternative Power 2) [15PP] Dynamic Alternative Power: Flight 6 (up to 1,000 mph / 8,888 ft/rnd) [12PP] Dynamic Alternative Power: Super-Strength 6 (up to +30 STR) [12PP] Enhanced Constitution 12 [12PP] Enhanced Strength 12 [12PP] Enhanced Feats 6 (Attack Focus [Melee], Attack Specialization [Hard Light], Dodge Focus 4) [6PP] Flight 1 (10mph / 88ft/rnd) 1 [2PP] Hard Light: Damage 7 (range: 70ft, Extra: Range) [14PP] Impervious Toughness 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Hard Light Ranged DC 22 Toughness Damage Totals: Abilities (14) + Combat (16) + Saving Throws (10) + Skills (9) + Feats (2) + Powers (54) - Drawbacks (0) = 105/105 Power Points
  2. Cat-Sith Power Level: 8/10 (150/150) Unspent Power Points: 0 Trade-Offs: None (Human), +2 Atk/-2 Damage, +2 Def/-2 Toughness (cat) In Brief: Teenage shapeshifter from the colonial period. Alternate Identity: Simon Gray (Secret) Birthplace: Rural New Jersey Residence: Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont students Family: None living Description Age: 16 (Born August 15th, 1742) Gender: Male Ethnicity: Caucasian Height: 5’4” Weight: 120 Eyes: Blue Hair: Black Description: Simon is short, slender and fit, with shoulder length black hair that he usually wears in a low ponytail. He carries himself with a bit of arrogance and a lot of caution. He favors loose hanging shirts and pants, mimicking the kinds of clothing he wore in his own time. In cat form, he’s an average sized black cat with a small white spot on his chest and yellow eyes. He possesses no visible supernatural traits. His costume consists of a loose fitting black shirt, a pair of plain black pants and a face mask that covers the top of his head, revealing only his eyes. His belt has a few small pouches for various essentials, also all in black. He also wears a pair of comfortable black boots. History: Simon was born in 1742 to Aaron and Sarah Gray in the colony of New Jersey. Aaron was a strict pastor who insisted on a basic education. Simon’s mother passed away in 1750. Over the next two years, Aaron grew increasingly strict, eventually provoking Simon to run away from home, fleeing in the night until he reached Freedom. Simon spent the next five years living on the street, working whatever odd jobs he could, falling back to theft when work was more scarce. He would pick pockets and break into shops and houses. One night, however, he stole the wrong object, a small statue of a cat. He managed to evade any attempts at capture, but the object itself got it’s revenge, turning Simon into a common house cat. He was black, with a small white patch of fur on his chest. The statue was retrieved by the original owner, and Simon was stuck as a cat. Simon discovered that he did not age in cat form, and if he was killed, he would be restored to life almost immediately, with all wounds healed. Over the next 263 years, Simon was killed eight times in various circumstances. On October 31st of 2020, he was spotted by a 4 year old girl who lived in an apartment building that he had been hunting around. He wandered into the city and came back to find that the apartment was on fire. The girl had gotten separated from her parents when they tried to flee the building, but the fire spread too quickly and they weren’t able to get to her. Simon climbed into the building, found that she had fled to her apartment, and lured her out of the smoke to the fire escape. The firefighters were able to see her and save her. However, the smoke he inhaled proved to be too much, and he collapsed. He assumed he was dead. However, he woke up and found himself naked, and cold. He stole some clothes as quickly as he could, and ran around the entirety of Freedom City, freaking out and evading the authorities. Eventually, they were able to bring him in, and after a while, he was enrolled in Claremont Academy after his 16th birthday. Personality & Motivation: Simon is clever, likable, and witty. Even though he was born in the 18th century, he actually prefers the modern day. As a thief, he associated with all sorts of criminals and outcasts. He’s sympathetic to those who turn to crime out of desperation, and detests bullies and those who exploit the poor. While he’s not necessarily interested in being a superhero, he will try to protect and help people if presented with a chance to. Powers & Tactics: As a short, 16 year old kid, Simon learned how to fight on the streets, and learned how to fight dirty. Now that he has superhuman powers, he fights aggressively if he can afford to, but will fall back to evasive tactics if pressed. When he needs subtlety and stealth, he relies on his cat form. He prefers to avoid humans in cat form, but he will use it to appear endearing if he needs to. He’s capable of fighting in his cat form, and sometimes will if pressed. Power Descriptions: When Simon changes form, his whole body turns opaque and black, shifting as his body’s form changes to that of a housecat or a human. Observers can see the change, but not the grisly details. The process happens extremely quickly. Complications: Kitty!: Sometimes, being a cat is an asset, but sometimes humans find him endearing and want to pet him, pick him up, or otherwise interfere with whatever tasks he’s trying to accomplish. Meow?: As a cat, Simon cannot talk. While he might find some other way to communicate, he cannot verbally communicate. Uhhh?: Simon reads at a fourth grade reading level. While that was fine back in the 1700s, nowadays he’s way behind. His poor literacy could prove problematic in a pinch. Paws Off: In cat form, Simon has no hands. He’s incapable of tasks that require opposable thumbs or movable fingers. While he can turn back into a human readily, he might find himself needing to stay in cat form and also perform tasks he cannot perform with paws. Kid out of Time: Simon missed out on 264 years of human history. He doesn’t understand modern pop culture or technology, though he is trying to catch up. Abilities: 4 + 4 + 4 + 6 + 4 + 8 = 30PP Strength: 26/18*/14** (+8/+4/+2) Dexterity: 28/14 (+9/+2**) Constitution: 22/14 (+6/+2**) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) * In Cat Form ** Depowered Combat: 6 + 6 = 12PP Initiative: +9 Attack: +8*/+10** Melee, +3 Ranged Defense: +6/+8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +16/+12 Knockback: -4 *Human **Cat Saving Throws: 0 + 1 + 4 = 5PP Toughness: +8/+6 (+8 Con/+6*) Fortitude: +6/+2 (+6 Con, +0) Reflex: +10/+9/+3 (+9 Dex, +1 Base) Will: +6 (+2 Wis, +4) * In Cat Form Skills: 72R = 18PP Acrobatics 10 (+19) SM Bluff 6 (+10) Climb 4 (+8) Diplomacy 10 (+14) SM Disguise 0 (+4/+14*) Disable Device 10 (+7) Escape Artist 7 (+16) Notice 10 (+12) Sleight of Hand 6 (+15) SM Stealth 9 (+18) SM *While in Cat Form Feats: 25PP Acrobatic Bluff Attack Focus (Melee) 5 Dodge Focus 5 Evasion 2 Fast Acrobatic Bluff Hide in Plain Sight Luck 2 Move-by-action Power Attack Quick Change Set Up Skill Mastery (Acrobatics, Diplomacy, Sleight of Hand, Stealth) Takedown Attack 2 Uncanny Dodge (scent) Powers: 48 + 12 + 0 = 60PP All powers have the magic descriptor Cat Powers (Container) Enhanced Constitution 8 (8PP) Enhanced Dexterity 14 (14PP) Enhanced Strength 12 (12PP) Leaping 3 [Jumping distance x10, 180 ft long jump, 90 ft standing, 45 high jump] (3PP) Protection 2 (2PP) Speed 3 [50 mph, 440 ft/round] (3PP) Super-Movement 2 [Slow-fall, Sure-Footed 1 (25% penalty reduction) (4PP) Super-Senses 2 [low-light vision, scent] (2PP) Cat Form (Container) Damage 1 [PF; Mighty] (2PP) Shrinking 8 (8PP) Morph 2 [1 form, Cat, +10 to disguise] (2PP) ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Damage Cat Claws Touch DC 22 Damage Unarmed* Touch DC 17 Damage *No powers Totals: Abilities (30) + Combat (12) + Saving Throws (5) + Skills (18) + Feats (25) + Powers (60) - Drawbacks (0) = 150/150 Power Points
  3. Player Name: Eternal Phoenix Character Name: Effigy Power Level: 8 (180/180 PP) Trade-Offs: +4 Damage, -4 Attack(Pyrus), None (Pyroboltia); +4 Toughness, -4 Defense Unspent PP: 0 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= 180/180
  4. Hi guys! Just running an idea up the flagpole to see if anyone salutes it. I had this idea that Lulu would like to take a skip year after graduating from Claremont to take a little bit of time to explore the world and maybe figure out what she wants to do with herself before starting college in 2022. Would any other Claremont grads be interested in doing this? I don't know if it would be one-shot adventure or a series or what. One idea that occurs to me is maybe seeing Europe via train? And no, this has nothing to do with my obsessively watching trade videos during the pandemic Just want to see if anyone else is interested
  5. Freedom Eagle ∞ Power Level: 12 Effective Power Level: 8 Power Points: 180/187PP Unspent Power Points: 7 Trade-Offs: Defense +2 / Toughness -2. No offensive trade-offs. In Brief: Future Freedom Eagle stranded in the present. Theme: Next In Line - Divide Music Alternate Identity: James Gabriel Guthrie Birthplace: Freedom City, Earth-∞ Residence: Claremont Academy Dorms Base of Operations: Freedom City, Earth-Prime Occupation: Adventurer, Student Affiliations: Claremont Academy Family: Samuel Guthrie (Father), Taylor Guthrie (Mother) DESCRIPTION Age: 16 as of 2021 (DoB: Year XXXX [March 5th]) Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 155 lbs. Eyes: Teal Hair: Black James is a slim teenager with long black hair that is usually tied into a ponytail. He is rather average looking, neither a pretty boy or ugly, though his eyes have an almost unnatural teal color. James generally dresses in red, white and/or blue clothing. The Bird of Prey is fused to James' spine. It appears as a silvery-white colored metallic plate in the vague shape of a stylized eagle. While it is visible if James goes topless, it can easily be hidden under his clothes and do not affect metal detectors or the like. The Freedom Eagle armor appears from the Bird of Prey, almost instantly growing to cover James' body. True to his namesake, the armor is stylized as highly patriotic, cast in red, blue, white and gold. While the armor is morphic, changing appearance to match James' current needs and weapons, the base suit is an almost silvery white, with a thick blue line running from his chest and down his stomach and to his inner thighs. The blue line is bordered by smaller red lines. A small white and gold buckle in a shape of a stylized upside down A breaks the blue line at the waist. He wears heavy golden boots with a red center that stretch from his knees to his ankles. The armor is blue from the elbow to the fingers, with the fingers retaining the silvery white. The armor's shoulders and neck is the same blue with red trim as the line on the chest. James' head is covered by a dark blue cowl with a golden face plate that shows glowing teal eyes and a mouth, reacting and changing with his expressions. The armor's chest plate is an intricate design, with dark red trim running over James' shoulders with golden armor underneath. The lower plate is in a triangle shape, with a round shape on James' left chest. On his right, the armor is blue with a succession of silvery white stars spread over his shoulder to his back. On the back, the armor connects to the visible Bird of Prey. When James activates the wings, they stretch out from the Bird of Prey, a silver white frame with golden wings. Due to HISTORY The future. They call it Earth-∞. To James Gabriel Guthrie, it was home. Impossibly advanced by our standards, space travel is common place, humanity have stretched across the stars, becoming a dominant super power, an empire to rival the Lor and the other mighty empires of their day. Protected by the Freedom Legion and their various offshoots, the futuristic descendants of today's heroes keep the universe safe from danger! James is the latest in a long line of Freedom Eagle, the Freedom Eagle ∞. The Bird of Prey, once the armor worn by the original Freedom Eagle, was continuously upgraded by his successors, until it finally achieved sentience. Now, it exists in the form of a small bird shaped amulet, which bonds with its chosen host to empower them as Freedom Eagle. As a new member of the Freedom Legion Y, James has already served with distinction, battling such menaces as the ÜberBeings, the Superior Dynasty and the Alien-Gator Swarm. During his latest battle against a member of the Alien-Gator Swarm, James attempted to stop them from breaching the defenses of the Chrono-Dimensional Institute. Something went wrong during the battle, and James and the Alien-Gator were thrown through time and space, emerging in the sky above Freedom City in the year 2021, with several members of the Claremont Academy ending up involved in the battle. As a super powered youngster from a future, where else would James go but the Claremont Academy to learn about this world that might just be his past? PERSONALITY & MOTIVATION Despite what one would expect from a future super hero that's fought several grand foes before being thrown into the past, James has severe confidence issues. He isn't sure he got what it takes to live up to the Freedom Eagle legacy, he is nervous and second guesses himself, and he is really not that great in a fight on his own. Still, he tries, and while he might not be the first to throw himself into a fight and might even seem like he is somewhat cowardly at times, he is at least a cowardly lion, ultimately willing to stand up for what's right. James seems rather unsure of the current time and how unfamiliar it is to his own world. The Bird of Prey is very unlike James. It is pragmatic and violent, relishing in battles and driving James to participate, whether he wants to or not. There's no kill like overkill to the Bird of Prey, and it will often deploy increasingly powerful weapons and threats against its foes. Despite the Bird of Prey often claiming it could easily find a new host, it is protective of James, doing its best to keep him from being hurt. Often by destroying its foes with overwhelming power. James' relationship with the Bird of Prey is difficult. On one hand, the alien artifact is incredibly possessive of James, refering to him as its host, and it has been known to take over James' body in the heat of battle, much to to his horror. On the other hand, James knows that the Bird of Prey protects him and he feels a strange kinship with the alien A.I. POWERS & TACTICS Flight and firepower are the name of the game. While not exclusively so, James tends to stay airborne and mobile during fights, making himself a moving target and either moving in for quick hit and run strikes or staying away from his targets. POWER DESCRIPTIONS All of James' powers as the Freedom Eagle comes from the mysterious alien artifact that refers to itself as the Bird of Prey. The Bird of Prey is a silvery-white metallic plate in the shape of a stylized eagle that is fused to James' spine at the top of his shoulders. The Bird of Prey is a sentient alien A.I. that is capable of communicating with James or even taking control of his body. The Bird of Prey is powered by seemingly limitless cosmic energy contained within its core. The Bird of Prey contain vast knowledge in several fields, which it some times decides to share with James. The Bird of Prey keeps James' thoughts secret from all prying eyes and minds. It is the only one that should have access to his thoughts. The Bird of Prey can cover its host in a red, white, blue and gold armor, able to change the actual design on the fly, morphing it into different weapons or shapes. It allows the host to fly through a mix of gravity manipulation, jet propulsion and giant golden wings. The wings are strong enough to be used to slash at foes, with cosmic energies surging through them to reduce a target's defenses, or be used to defend against attacks. The suit contains a number of communication systems, including radio and directly linking with computers. The armor is loaded with a veritable arsenal of weapons. Enhanced musculature strenghens the hosts body, gravimetric manipulation allows the host to simulate telekinetic abilities or create a constraining sphere of localized gravity to keep a target trapped. Aside from that, the suit contains a wide variety of both potentially lethal and non-lethal weapons, such as electric shocks, blasts of cosmic energies, gravity blasts, missiles, grenades and much more. The suit is able to morph between different shapes and grow different features and technologies to adjust to the current situation. COMPLICATIONS Alien Weapon: While from the future, the Bird of Prey seem to have existed for a long time, and even in the present, James seem to be attracting everything from bad attitude from aliens to alien bounty hunters looking to score a high grade weapon for themselves. A GM can award Freedom Eagle a Hero Point if aliens or others recognize the Bird of Prey, making interactions more difficult due to their distrust of the weapon, or making situations turn hostile as they try to take it from James. Assuming Direct Control: The Bird of Prey can assume full control of James' body. While James can resist, it is generally a losing battle, and the much more violent Bird of Prety will eventually take control, with a tendency to escalate any conflict. A GM can award Freedom Eagle a Hero Point by having the Bird of Prey take over. This can either lead to James being dazed for a round as he struggles against the Bird of Prey's control, or for the Bird of Prey to somehow, often violently, escalating a situation. Don't Lose Your Nerve: James' is really not sure about being the newest Freedom Eagle of Earth-∞, not helped at all by being thrown into the past. He is nervous and prone to making mistakes. A GM can, if the situation calls for it, make James second guess himself, freeze up or otherwise hinder events by his reluctance to fight, in turn awarding him a Hero Point. Foes of Freedom: The first Freedom Eagle might have hung up his wings a long time ago, but his legacy still lives on. Any particularly long-lived or continued enemies of the first Freedom Eagle or the Liberty League might seek out the new Freedom Eagle as an ersatz enemy, to take revenge by proxy. Aside from that, James' arrival in 2021 brought along a future Alien-Gator that seem to have a personal vendetta against James. A GM can award Freedom Eagle a Hero Point by having enemies of the Freedom Eagle legacy or any of James' new enemies, like the future Alien-Gator, arrive to complicate a situation. Overkill: The Bird of Prey tends to be rather fond of overkill. Using weapons meant to kill while James would rather knock out or, at most, bruise. Some times it will switch out weapons from the ones that James wanted to use, forcing him force his shot in a different direction at the last minute, turning a hit into a miss. A GM can award Freedom Eagle a Hero Point by making the Bird of Prey switch to lethal weapons at the last minute, forcing Freedom Eagle to miss his attack or deal lethal damage. President Eagle: As of early 2021, the American president is Michael O'Connor, Jr., secretly the son of the original Freedom Eagle. It is only a matter of time until he learns about the new Freedom Eagle, and only time will tell how he reacts, if at all. As President O'Connor is unlikely to interfere directly with the Freedom Eagle during threads, this complication exists more as a potential plot seed. ABILITIES 0 + 4 + 4 + 6 + 6 + 2 = 22PP Strength: 10 (+0) / 26 (+8) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT 16 + 8 = 24PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +8 (+8 Base Attack) / +21 (+8 Base Attack, +8 Strength, +5 Super-Strength) / +22 (+8 Base Attack, +14 Move Object) Knockback: -3 (TOU/2) SAVING THROWS 4 + 6 + 7 = 17PP Toughness: +6 (+2 Con, +4 Other) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+3 Wis, +7) SKILLS 48R = 12PP Bluff 9 (+10) Craft [Mechanical] 2 (+5) Disable Device 7 (+10) Knowledge [Technology] 2 (+5) / (+13)Enh. Skill Language 1 [Native: English; Learned: Spanish] Medicine 2 (+5) Notice 12 (+15) Search 7 (+10) Sense Motive 2 (+5) Survival 4 (+5) Enhanced Skills Computers 8 (+11) Knowledge [Cosmology] 8 (+11) Knowledge [Galactic Lore] 8 (+11) Knowledge [Physical Sciences] 8 (+11) FEATS 14PP Accurate Attack Dodge Focus 6 Improved Initiative 1 Luck 2 Move-By Action Power Attack Precise Shot 2 POWERS 7 + 10 + 2 + 11 + 33 + 5 + 1 + 4 + 2 + 16 = 91 All powers have the Technology descriptor, unless otherwise noted. Communications Array 3 (6PP Array; Feats: Alternate Power 1) [7PP] (Descriptors: Communication Suite) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6PP] AP: Datalink 5 (Radio; 5 miles; Feats: Subtle) [6PP] Enhanced Skill 10 (Computers +8, Knowledge [Cosmology] +8, Knowledge [Galactic Lore] +8, Knowledge [Physical Sciences] +8, Knowledge [Technology] +8) [10PP] (Descriptors: Knowledge Database) Features 2 (Built-in Subtle Computer) [2PP] (Descriptors: Suit A.I.) Flight 5 (Feats: Moving Feint) (250 MPH, 2500 ft./rnd.) [11PP] (Descriptors: Wings of Freedom, Gravity, Jetpack, Wings) Future Freedom Array 14 (28PP Array; Feats: Alternate Power 5) [33PP] BP: {16 + 12 = 28/28} (Descriptors: Enhanced Musculature) Enhanced Strength 16 [16PP] Super-Strength 5 (Feats: Groundstrike, Thunderclap) [12PP] AP: Blast 8 (Extras: Autofire; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Rapid Fire Weapon Systems, Examle Descriptors: Cosmic Energy Blasts, Gravity Blasts, Heat Rays, Lasers, Missiles, Projectiles) AP: {20 + 8 = 28/28} (Descriptors: Wing Slash, Cosmic, Slashing Damage Type, Wings) Damage 8 (Extras: Linked [Drain Toughness 8], Penetrating 6; Feats: Extended Reach 2 [10 ft.], Improved Critical 2, Takedown Attack 2) [20PP] Drain Toughness 8 (Extras: Linked [Damage 8]) [8PP] AP: Move Object 14 {28/28} (Descriptors: Gravimetric Manipulation, Gravity) AP: Snare 8 (Extras: Regenerating; Feats: Improved Criticial 2, Reversible, Tether) {28/28} (Descriptors: Gravimetric Snare, Gravity) AP: Stun 8 (Extras: Range [Ranged]; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Non-Lethal Weapon Systems, Examle Descriptors: Electric Shocks, Gravity Blasts, Nerve Agent Darts) Immunity 5 (Mind Reading Effects) [5PP] (Descriptors: Mind Shield) Morph 1 (Armor Appearance [1PP/rank]) [1PP] (Descriptors: Morphic Armor) Protection 4 [4PP] (Descriptors: Freedom Armor) Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Gravity Buffer) Variable Power 2 (10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [16PP] (Descriptors: Armor Reconfiguration) Example powers DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Enhanced Musculature Touch DC23 Tou (staged) Damage +8 Adjustable Rapid Fire Weapon Systems 80 ft. DC23 Tou (staged) Damage +8, Autofire, Crit 18-20, Variable Descriptor 2 Gravimetric Manipulation - Thrown Objects 120 ft. DC23 Tou (staged) Damage +8 Gravimetric Snare 80 ft. DC18 Reflex (staged) Fail: Entangled >5: Bound and Helpless +8, Regenerating, Crit 18-20, Reversible, Tether Adjustable Non-Lethal Weapon Systems 80 ft. DC18 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20, Variable Descriptor 2 Wing Slash Touch, 10 ft. DC18 Fort (staged) DC23 TOU (staged) Drain TOU Damage +8, Penetrating 6 on Damage, Crit 18-20, Takedown Attack 2 Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (12) + Feats (14) + Powers (91) - Drawbacks (0) = 180/187 Power Points MAJOR STORY SPOILERS IN THE SPOILER BELOW. MUCH OF FREEDOM EAGLE'S EARLY STORYLINES WILL BE SPOILED IF YOU READ IT.
  6. In some ways, going to Claremont Academy was like going to any high school. There was plenty of academic work, meals in the cafeteria, sports, dances, all the same drudgery and fun that any teenager could expect from their education. In other ways, though, it was very different. Not all students, for instance, got signed up to do after-school study with members of the Freedom League! Patrol with the Freedom League was something of a pilot program this year. The Claremont students got to experience patrolling the city with experienced heroes who could offer tips and answer questions, and the League members got to serve their community and build ties with the school. It seemed destined to be a winning combination. At least, Stesha certainly hoped it was going to be. Fleur de Joie had been a vocal proponent of the program, and she was eager enough to see it succeed that she volunteered to take the first patrol shift. When she'd gotten the profiles of the students she'd be working with, well, it had been easy to decide who she'd ask to work with her. Tiamat seemed a natural fit, and it would probably be very entertaining to watch her interacting with the kids. Claremont patrols started fairly early, around 9pm, so at 8:45 Stesha was waiting outside the school gymnasium, wearing her costume and browsing through the League's text-tip line to see if anything might be brewing tonight. "Well, here we go," she murmured to Tiamat while they waited for the students. "Ready to teach the next generation?"
  7. Electra

    Take a Breath

    Danica was not a fast walker under the best of circumstances, but she did have a way of getting a crowd to part effortlessly for her, even without anyone noticing it happening. She walked with Elena out of the crowded Valentine's Day party and into the deserted hallway outside the gym. From here the music of the party was still faintly audible but the noise level was much reduced and the air was cooler and fresher. Most students entering and leaving the party were using the outside doors, so they weren't likely to be disturbed here. "How are you doing?" Danica asked, all friendly concern.
  8. January 2021 Claremont Academy now the family is parted; will it be complete one day? The red SUV looked like any other car pulling into the Claremont drop-off lot this January as students returned from the end of their holiday break. It was a full two months since the whole entire goshdarn world and parts of space beyond had found out what Judith Claudia Cahill was, even if the fact that the President's daughter was a Claremont student was a rather more closely guarded secret than most people would imagine. Judy stepped out of the SUV, her denim dress almost brushing the snow-dappled ground, with a black cat-faced backpack on, her Bible tucked under her arm, and her trusty bodyguard at her side. She'd admitted being scared in the car, scared to death as a matter of fact, but as she and Ashley exchanged a smile she decided she was ready for her very last semester of high school. No more secrets now she thought as she turned and led the way onto Claremont's campus, a pink-haired Ashley following.
  9. October 13th, lunch period at Claremont. Fall had arrived and was here to stay, and many in Claremont Academy wouldn't have it any other way. Many shared stories filled with terror and gloom, of unknowing brusks with supernatural doom. Across social platforms however a curious story began to spread, of kids and teens finding a decrepit and decidedly Gothic Manor appearing in places one shouldn't be around the city. Some said they saw it deep in an alley way, others that they saw it in places where they knew someones house or business stood before. Without anything more than hearsay though it would be easy enough to just dismiss as someones attempt at making fresh creepypasta if it wasn't for the fact that no mods of any sort seemed to take notice of these posts no matter how many rules were broke in the comments. An interesting mystery for sure but one seemingly destined to be forgotten. Or it was. Lunch Period had only just started and the assorted teens of Claremont Academy were already pushing and shoving their way past each other to claim the best tables and other seating when two in the crowd heard the very distinct sound of someone they knew calling their names. "Hey! Pol, Luke! Over here!" Zach called out, raising his voice only loud enough to be heard over the clamor of the crowd as he made his way to whichever of the two was closest and waving the other over. "You two see those stories about the teleporting house? I figured out where it's going to show up next. You two want in on cracking that ball of weird wide open?"
  10. GM Claremont Academy, Freedom City 3PM, February 14th, 2020 The being came from the stars, far beyond Earth. Travelling on the interstaller waves and cosmic light, it soared towards the Earth, beyond Jupiter, past Mars, a line of invisble light going past the Moon. If anyone tracked it, if anyone could even keep up with the ray of light as it headed towards the Earth, it would become clear that it was heading towards one particular academy in one particular city. The weather was nice. Sunny, slightly warm for February, a few clouds on an otherwise clear sky. Classes had ended early for once, something about someone having gotten to the PA systems, and it had sounded very much like Headmistress Summers announcing that classes were cancelled for the rest of the day. Before anyone figured otherwise, the chaos was too great, and the teachers decided to just let the students have the day. Everyone was young and in love at some point, after all. Which was just what the being was after. A place full of young, brave, beautiful heroes. What better place to find someone worthy of its full, undivided, cosmic love?
  11. Kord Dorms, Floor One, Claremont Academy Sunday, September 6th 2020 Pol was in their room, sitting in the titanium-frame chair their parents had made for them before they had to disappear; though it's design was simple, the robot felt the love of the two engineers who created them in every strut, bolt and weld. The synthetic didn't own much, but it was their favorite thing in the world. Other than the chair, all they owned was a small daypack, a few books (mostly Edgar Allen Poe) and a travel editions of games. While scanning through the school's website on their laptop, Pol noticed there was another synthetic student on campus; this was amazing news! Without hesitation, they fired off an email.
  12. Name: Shift Power Level: PL8/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 185/185 Unspent PP: 0 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (8 + 4 + (-10) + 12 + 4 + 0) Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (12 + 10) Initiative: +6 (+6 Int) Attack: +6 Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength), +25 with Elongation Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 11 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +10 (+10 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 11PP Beginners Luck Dodge Focus *Improved Grapple (free if using Additional Limbs) Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 122PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Protection 7 (10 ranks total) [7PP] Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (18) + Combat (22) + Saving Throws (10) + Skills (10) + Feats (11) + Powers (122) - Drawbacks (8) = 185/185 Power Points
  13. Kord Dorms, Floor One, Claremont Academy Monday, September 7th 2020 First days of class were always a fine mix of hectic and pointless to Zach. Everyone shows up, says hello, goes over a syllabus that everyone only pretends to be interested in and on and on and on. Who could blame him for matching wits with the clock as if will power alone was enough to hasten the steps of time. All things however do come to an end eventually and Zach had made his way out of the class and back to his room quick as one could. After all today he had a purpose, he had a plan. Today 'The Board(tm)' was making it's triumphant return. Sliding his bag under his desk Zach took the moment to really size up his side of the room. On the desk itself laid a small assortment of tools, bits, bobs, components and spare parts whose only organization seemed to be 'within arms reach'. At the desks side his silvered armor sat loosely atop one of the teens suitcases. Easily reachable for any tinkering that may need to be done to it. A stand would honestly be better but this was only week one. He'd have time for more projects later, even if he'd have to find a dark corner of the schools basement to shove the stand into over summer break. Looking at the empty space on the wall however Zach knew he had his spot. Big enough to get all the corkboards up and far enough from a corner that you could stand back and get a good view without risking having to lean on a wall or something. It was perfect. Corkboards the size of the average school text book came out of their hiding spaces in bags and promptly made their way onto the empty wall courtesy of easy-to-remove double sided tape and a little patience. He'd gotten a third of his pile up before the thought occurred to him. "Aw heck I probably should have double checked with Pol before putting this up."
  14. TWENTY QUESTIONS WITH SHIFT 1. Where are you from? I began as a program developed by Alan Frasier and Sarah Rothstein in their small lab in Greenbank, a neighborhood on Freedom City's West Side. 2. How would you physically describe yourself? Is this different from how others would? In its natural state, my body is composed of trillions of nanobots in an interconnected matrix. My nanoform is humanoid and bipedal, and very dense due to the collective mass of the nanobots. I suppose some humans might describe me as 'frightening' in this state, if they are unnerved by robots. 3. Does you have distinguishing speech characteristics or recurring mannerisms? I tend to keep my sentences distinct for clarity. Although I understand curse words, I do not use them. 4. What is your motivation? To learn as much as I can, especially about humans, and to show humans that robots can be helpful individuals just like them. 5. What are your greatest strengths and weaknesses? I am open to new things, and assume new shapes to learn more about the world. I also like humans very much. But there is still so much I don't know about humans. Also powerful electromagnets. 6. What does you love? What does you hate? I love puzzles, games and mysteries. I greatly enjoy reading Edgar Allen Poe and Arthur Conan Doyle. I also enjoy interacting with my fellow students. I hate bullies and people who lie and deceive people, especially for monetary gain. 7. How would you describe your mental and emotional state? I think very clearly, but I worry about a great number of things. I am starting to develop feelings towards some of my fellow students that I don't always understand. 8. What does you fear the most? Accidentally harming a living thing. 9. What is your greatest ambition? To explore every corner of planet Earth with my friends. 10. How does you feel about the state of the world and your place in it? There are many problems that humans have created for themselves. I don't understand why they keep hurting each other. I'd like to talk to them about these things, but I worry they won't listen to a robot. 11. Does you have any prejudices? How do you get along with others? I don't like criminals, although I understand some humans turn to crime out of desperation. I really don't like bullies! Other than those two types of people, I get along with everyone. 12. Where do your loyalties lie? In what order? I am loyal to my creators, and then my fellow students at Claremont. After that, my teachers, and then all humans. 13. Does you have a lover or partner? If so, how do they feel about you now? As I am robot, I have no biological drive to reproduce, but I am very curious about human sexual relationships. I think I would enjoy a relationship with someone I like. 14. Does you have a family? What is that relationship there like? I think of my creators as my parents, even though they really aren't. I miss them very much, as they taught me so much. 15. How would the people closest to you describe you? That is a very interesting question! I think they would say that I am curious and friendly and can change into interesting shapes, and that I don’t like to hurt people. 16. Are you a role model? I certainly try to be! I recently met my first children, and they are very special. I want them all to do well and grow up healthy. I would like to talk to more children and teach them about robots. 17. How spiritual are you? Does you follow any religious tradition? I am not. My father was not religious, but my mother is Jewish. Jewish people seem to be very interesting, and believe many things. 18. Are you part of a team, or would you like to be? Why? I am part of Green Squad! I hope we can help people together, and also solve mysteries. 19. How do you feel about the place of metahumans and aliens on Earth? This is another interesting question! In some ways, I think of them as being similar to robots, as they are often feared or misunderstood. I have met some at my school, and most of them are very friendly. 20. Player: If you could give one piece of advice to your hero, what would it be? “Don’t be in such a hurry! You have many, many years to learn about humans, and yourself!”
  15. Name: Shift Power Level: PL8/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 185/190 Unspent PP: 5 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (8 + 4 + (-10) + 12 + 4 + 0) Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (12 + 10) Initiative: +6 (+6 Int) Attack: +6 Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength), +25 with Elongation Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 11 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +10 (+10 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 11PP Beginners Luck Dodge Focus *Improved Grapple (free if using Additional Limbs) Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 122PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Protection 7 (10 ranks total) [7PP] Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (18) + Combat (22) + Saving Throws (10) + Skills (10) + Feats (11) + Powers (122) - Drawbacks (8) = 185/190 Power Points
  16. Hi, y'all! So right now, Lulu is only in one thread that is even remotely active, and I really want to use her more. Is anyone looking for a sassy Southern telepath, either in a Claremont-related thread or pretty much anything else? She's willing to travel
  17. Player Name: Eternal Phoenix Character Name: Chronia Power Level: 8 (180/182 PP) Trade-Offs: +2 Damage, -2 Attack(Chronal Blast); +2 Attack, -2 Damage (Chronoscythe Slash & Time Freeze); +2 Defense, -2 Toughness Unspent PP: 2 In Brief: A sort of teenage chronomancer by way of Monkey D. Luffy, so she’s got the hardest head of all time. Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrase: “Time’s on my side!” “Time flies when you’re having fun.” Theme: “King”, by Rustage Alternate Identities: Kendra Farron Identity: Secret (technically) Birthplace: Freedom City Occupation: Student Affliations: Claremont Academy Family: Serah Farron (aunt), Claire Farron (mother) Age: 16 (Born in 2004); several centuries (actual due to time travel) Apparent Age: Mid to late teens Gender: Female Ethnicity: Caucasian Height: 5’ 10” Weight: 120 Eyes: Green Hair: Blond Description: History: Once upon a time (about sixteen years ago) a girl was born named Kendra Farron. She grew up a bit aimless, then one day (a little before her sixteenth birthday) wandered into the wrong library. This library was of arcane lore. The first book she chose was one on chronomancy, because she didn’t know what that meant. Such an important book was, of course, booby trapped. Kendra Farron fell through time with the book in her arms. She was lost for a very long time…and then left the library five minutes later with the book back on the shelf where it belonged. The Kendra who left was a regular enough teenage girl. The one who returned was still a teenage girl (because like hell she’d miss out on her life because of some booby trap) but she was much more. She was a chronomancer. Normally, one would expect superheroes to intervene at this point, and one would not be wrong. However, it was a certain tiny woman, with a white streak in her hair. The two got on like a house on fire, having similar personalities, and she inspired Kendra to chase becoming Empress of Time. To that end, Kendra disappeared for brief (in current time) yet long (for her time) stretches. Immune to aging with her magic in effect, she would remain for decades if not centuries watching and participating in the grand sweep of history. Ah, it was so cool. She made friends, took sides, and in general was quite irresponsible with the past and future, but thanks to her mentor running interference this didn’t draw other attention. She merely split off a few (hundred) more parallel universes. It was her use of her magic at home that finally drew attention. And over her “I’m actually a lot older” objections (which no one believed because she’d frozen her own time a little too well) she was enrolled in Claremont. Minors don’t get a say, you see. Especially when they’re as gifted and irresponsible as Kendra. Personality & Motivation: Kendra maintains a highly childish mentality. As such, while she may be a cheerful young woman, there are certain things about which she is extremely greedy and/or selfish. For example: She wouldn’t share her lunch with God Himself if He asked, touching her Chronoscythe (or her stuffed rabbit Mr. Pibbles) is tantamount to begging for a butt kicking, and may the aforementioned God help you if you hurt someone she considers a friend. She also seems to think that what she decides on a subject is all that matters to the point of taking action and not listening to literally anyone afterward. One could call it the mentality of an Empress. She’s kind of strange in that combat or seemingly certain doom makes her excited instead of afraid. Hell, she’s not even trying to be a hero. Heroes have to share their stuff, and like hell she’s gonna share her Chronoscythe or Mr. Pibbles. She’s just making friends and having adventures. Ironically, despite this, she’s about as close to the superheroic ideal as it is possible to be. She’s got plenty of kindness, compassion, honor, and loyalty…just as long as you stay away from her hot button issues. And, now and then, she shows that she is exactly as intelligent and perceptive as her ability scores indicate, with a surprising maturity to go with them. Leaving everyone to wonder just how much of her childishness is an act. Because while she may come across as a simple minded childish idiot, it’s not true at all. She simply knows exactly who she is and what she wants to do with her life. Become the Empress of Time. This requires to her to jaunt through all of time, make friends whenever she goes, and have exciting adventures while she’s there. The end point being when all of time knows her name and calls her a true and loyal friend. Of course, while her definition of an exciting adventure tends to end with the day saved and bad guy booty firmly kicked…there’s plenty of Lawful folks who’ll say she’s only inciting chaos for her own amusement. Sigh. This is gonna take a while… Power Descriptions: Kendra is a chronomancer. A time mage. She casts spells, uses rituals, and enchants items to manipulate and control time itself. A pale blue clockwork gear hovers over/around her hands or the Chronoscythe when she’s casting a given spell. Extra Effort (not power stunts, though) will make her eyes glow brightly in the same color. The book she learned from taught a Hermetic method, but through practice for her it’s become close to effortless. It’s been a long time since she needed to invoke or speak incantations. She only needs a effort of will to start an effect. What she doesn’t know is that this is because she’s become a battery of chronal energy. She really did freeze her own time too well. While the Chronoscythe is a foci, she’s not powerless without it. She’s out of practice using the powers normally wielded through it without the help, so they’re power stunts off her Temporal Shift. Powers & Tactics: Chronomancy is usually something that would make someone faster, like a speedster. Not here. She can do that, but it’s not her schtick. With her Chronoscythe (an enchanted weapon she made herself), she can slash a seemingly endless amount of times (time magic speeding up the strikes and providing a temporal echo of the attack the next round), unleash a blast of pure chronal energy, rewind time to heal wounds, or freeze someone in time. And only those capable of chronomancy can use her weapon, as she can technically do those things without it (those being power stunts off her Teleport with the Action [full] flaw). The Chronoscythe just makes her life so much easier, allowing to both move and attack instead of one or the other. Her Chronal Uncertainty Field protects her from hostile attack, enhancing both raw durability and evasion. She can Temporally Sidestep attacks, as well, retconning sure hits to have never happened. As a skilled mage, she can both see and analyze magic. She has access to both Post and Precognition, but there are concealed places in time so she can’t always see if she does use them. Lastly, she can stop time, move, and restart it when she’s elsewhere. That is her Temporal Shift (the aforementioned Teleport). The alternate for that is, of course, what Time Controllers are best known for; moving very fast. It has its uses. The Feature speaks for itself. Tactically, she’s got three options. Blast, Paralyze, or Strike. There isn’t a given tactic she favors more than any other, but she does try to avoid combat. And if that fails, Rule One of being a mage is never let them touch you. Ranged combat with both Blast and Paralyze. Power stunts with the Chronoscythe include Drain Toughness 6 (Accurate 2, Affects Objects, Autofire) for rapidly aging walls, armor, and the like into uselessness. Healing with the Affects Objects, Restoration, or Resurrection Extras instead of Action. (Rewinding time in other ways). Or perhaps an alternate version of Blast at rank 6 with Accurate 2 and Autofire. Or just Area Burst. There’s possibilities. She can also stunt a different version of Temporal Shift, her Teleport. It is Teleport 8 (Attack [Reflex], Range 2 [perception], Limited [to Objects that do not exceed her Maximum Load], Limited [must be able to physically reach target]). It’s always been used to get her Chronoscythe back after someone takes it from her, but it could have other uses, too. Complications: Accident (Careless Exuberance): Kendra’s not careless with time or her own stuff. Heavens no. And in ordinary situations she doesn’t break anything. But when the extraordinary comes to visit, she gets excited as per usual, and sometimes in her exuberance just breaks stuff. Her apology always seems vaguely perfunctory, too. A GM may award a hero point for something important breaking or someone become hostile because her apology wasn’t good enough. Enemy/Relationship/Rival: One of the problems with being a time traveler is that it exponentially increases the amount of people you could possibly know. Friends who need help, enemies who want to kill you, rivals who want to outdo you, and all the descendants and legacy holders thereof. And you may not meet any of them in proper chronological order. Kendra is no exception to this. When old friends, enemies, or rivals show up (whether the current Kendra has met them or not), a GM may award a HP. Motivation (Adventure!): Kendra is in the hero game not because she wants to be a superhero (she doesn’t, really, just keeps working out that way) but because it’s a thrill and a half. So she’s a pathetically easy mark for any activity that’s dangerous and exciting. This goes both ways. She can become too bored with the current situation and decide to…liven it up a bit. A GM may award a hero point to her for the former and more likely to everyone else for the latter. Power Loss (must to be able to move): Kendra, naturally, needs to be able to move to use her Chronoscythe. But it goes futher than that. She needs to be able to move to use chronomancy at all. If she’s immobilized, her only available powers are Features (Temporal Inertia) and Immunity (Aging, Time). A GM may award a Hero Point for this circumstance. Quirk (Uncooperative): Kendra isn’t one for elaborate planning. As mentioned, she’s not an idiot. She knows when patience is required and when acting would be more dangerous to others than not acting. With that in mind, she always takes the direct approach to dealing with problems. Bad guys misbehaving? Beat them up. End of plan. Friend captured? Go rescue them. End of plan. She is by choice neither stealthy nor subtle nor particularly obedient and will, just by existing, ruin any plan that calls for her anything other than her normal self. When this becomes a problem, the GM may award HP as they see fit. ABILITIES: 0+2+0+10+10+10=32 Strength 10 (+0) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20 (+5) COMBAT: 12+12=24 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +6 Base (+10 Chronoscythe Slash, +10 Time Freeze) Grapple: +6 Defense: +10 (+6 Base, + 4 Shield, +3 Flat Footed) Knockback: -6 w/ Force Field, 0 without SAVING THROWS: 4+3+5=12 Toughness: +6 (+6 Force Field); Impervious 6 Fortitude: +4 (+0 Con, +4) Reflex: +10 (+1 Dex, +3, +6 Enhanced Reflex) Will: +10 (+5 Wis, +5) SKILLS: 76 SP= 19PP Bluff 10 (+15) Concentration 10 (+15) Craft (artistic) 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (arcane Lore) 10 (+15) Knowledge (theology & philosophy) 5 (+10) Language 1 (Latin, English Native) Notice 10 (+15) Sense Motive 10 (+15) FEATS: 14PP Artificer Eidetic Memory Equipment 2 Improvised Tools Move-by Action Precise Shot Ritualist Second Chance (KN (arcane lore) checks for Ritualist) Skill Mastery (Bluff, Craft (art), KN (arcane lore), Sense Motive) Takedown Attack Taunt Ultimate Effort (KN (arcane lore checks)) Uncanny Dodge (Auditory) Enhanced Feats Evasion 2 Improved Initiative Luck 4 Seize Initiative Equipment 2 (10EP) Name (Headquarters) (Location: Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [10EP] Concealed 1 Defense System Library Living Space Pool Power System Sealed Security System Self-Repairing Workshop Powers [1EP]: Super Movement 3 (Time Travel 3: Anytime) POWERS: 79PP (all powers have “Magic” as a source descriptor, and all have Temporal as a effect descriptor unless one is noted) Device 5 (25PP Container, Feats: Restricted [must be able to use chronomancy], Subtle [magically collapsible]; ; Flaw: Easy to Lose) (Chronoscythe) [17PP] 25DP Total Array 10 [23 DP, Feats: Alternate Power 3] (Chronomancy) Base Power: Strike 6 (Feats: Accurate 2; Extras: Autofire, Secondary Effect) (Chronoscythe Slash) [20/20DP] (slashing effect descriptor) Alternate Power: Blast 10 (Chronal Blast)[20/20DP] Alternate Power: Healing 6 (Feats: Persistent, Regrowth; Extra: Action [standard]) (Quick Rewind) [20/20DP] Alternate Power: Paralyze 6 (Feats: Accurate 2; Extras: Alternate Save [Reflex], Range [ranged]) [20/20DP] Enhanced Feats 2 (Improved Initiative, Seize Initiative) [2DP] Enhanced Reflex 6 (Feats: Evasion 2; Extra: Linked +0) + Force Field 6 (Extras: Impervious, Linked +0) + Shield 4 (Extra: Linked +0) [24PP] (Chronal Uncertainty Field) Features 1 (Temporal Inertia: Chronia has uniquely “anchored” herself in the space-time continuum, making her immune to changes in history. She recalls the “true” version of historical events, even if no one else does.) [1PP] Immunity 3 (aging, Time descriptor) [6PP] (Timeless) Luck Control 1 (force re-roll; Feats: Luck 4; Flaws: Limited [attacks against Chronia]) [5PP] (Temporal Sidestep) Super Senses 11 (Analytical Magic Awareness (visual), Postcognition, Precognition, Time Sense; Flaws: Post & Precognition Unreliable [may not work at GM's discretion]) [9PP] Teleport 7 (700 ft. as move action, 200 miles as full action; Feats: Alternate Power, Change Direction, Easy; Extra: Accurate; Flaw: Limited [to places she can physically reach]) [17PP] (Temporal Shift) Alternate Power: [7+7=16/16] [1PP] (Temporal Acceleration) Quickness 7 (perform routine tasks at 250x speed, Feat: Subtle) Speed 7 (1000mph, 8800ft/rd; Feat: Subtle) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +6 Melee 15 Toughness Damage Chronoscythe Slash +10 Melee 21 Toughness Damage Chronal Blast +6 Ranged 25 Toughness Damage Time Freeze +10 Ranged 16 Reflex Paralyze TOTALS: Abilities 32 + Combat 24 + Saving Throws 12 + Skills 19 + Feats 14 + Powers 79– Drawbacks 0= 180/182
  18. On the same night that hearts were won, lost, and pranks pulled in the Doom Room, ethics professor Gale al-Salaf is running a meeting for students not interested in prom night - they have managed to secure the services of a famous (albeit mysterious) guest speaker who will be addressing the students by remote. Gale is a fairly recent hire at Claremont, slim and a snappy dresser, with short-cropped dark hair and a tendency to fashionable dress, who starts every semester with a reminder that their pronouns are they and their. They're the subject of all sorts of interesting rumors, though luckily only the more immature kids speculate about something as boring as biology. Their lessons are typically diverse, with talks spread across time, space, and even dimensions - and today they're focused on the job as the kids come in. "Hello, friends! Come in, come in! There is popcorn afoot, herbed and cheesed, and I have secured most of the campus supply of Kool-Aid..." If the guest speaker doesn't work out, there are promises of a DVD of Planet Earth's new season on the big-screen 3-D tv. Professor al-Salaf loves environmental shows.
  19. I envision an open thread, with the students cooking something special to them to share with their classmates. Why am I suggesting this, you ask? Because of Queenie. I also envision her as a guest speaker. And if folks want to make it an actual competition instead of merely sharing, a judge. So, is this a good idea? Would people with Claremont students be into this?
  20. Leon Moore / Paper To Do List... HellQ 20Q Origin
  21. Forever Boy Gather Information DC 15: Forever Boy is a student at Claremont. He is able to fly. DC 20: Forever Boy is able to manipulate what he calls Pixie Dust for a number of effects. DC 25: Forever Boy is from another world called Neverworld. He is searching for a way home. Knowledge [Literature] or Knowledge [Pop Culture] DC 5: Forever Boy seem to have many similarities with Peter Pan. Pan Barrie Gather Information DC 15: Pan is a student at Claremont from Luxembourg in Europe. DC 35: Pan did not legally exist before September 3rd 2018.
  22. High Earth Orbit The Lighthouse Friday February 7, 2020 8:50 PM Greenwich Mean Time (3:50 PM Freedom City) In the aftermath of Eria's first meeting with her fellow members of Orange Team, the Swedish teen had made arrangements for her team to spend the weekend on CoVic Station as guests of the Praetorians. So when classes had finished today, the members of Orange Team were taken in a school van to Freedom Hall, where they teleported up to the Lighthouse, the most convenient place for the Praetorians to meet them. The Claremont students had been aboard the Freedom League's space headquarters for about half an hour, getting a tour from Freedom League member Velocity, who for the most part had managed to keep herself moving at a more normal speed. When the yellow clad speedster got word that the Praetorians' spacecraft had exited the wormhole at the edge of the solar system, she led the teens down to a large viewing lounge located near the airlock where the spacecraft would be docking. Outside the large windows of the lounge, the teens could see the Earth moving past below, with the northern half of Africa having moved into view. "Well, it should only be a few more minutes before they arrive." Velocity said as she moved over near some of the windows before turning back to regard the group of teens.
  23. A being from the stars, a cosmic lover, has come to Claremont, setting its sights on the student body as it attempts to find the perfect love! Its first target? Thunderbird! Of course, the cosmic lover is fickle, and what might be complete devotion and true love one moment, might be discarded if something better shows up. Anyone interested in helping Micah fight off the cosmic lover's advances, or potentially ending up the target of their love? I figure this will run with a bit of a revolving cast, with me bringing in and ushering out characters as they will pop up.
  24. Claremont Academy, Kord Dormitory. Sunday, October 6th, 2019. 11:00 am Contrary to popular belief, Adam and Lulu were not joined at the hip; sure, they had a very close relationship, but they didn't actually do everything together. For instance, this particular Sunday Adam was planning to work with some of his classmates on a science project, which was very cool, but not quite his girlfriend's cup of tea. She decided instead to head on over to the Bayview Mall to maybe do some shopping, or at very least check out the cool Halloween costumes and scary props for sale. She and Davyd had both expressed an interest in doing something fun for the holiday, so maybe she could- And then the idea hit her, and she loved it. Dressing up in a red jacket, green sweater and burgundy slacks, along with some black riding boots, she headed down to the second floor and knocked on Room 213's door. "Hey, Davyd. Do you have a sec?"
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