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  1. Edge In Brief: All-powerful reality warper trying to keep the world together Alternate Identity: Mark Mason Lucas Identity: Public Birthplace: Freedom City Occupation: Humanitarian worker, superhero Affiliations: Liberty League, Nina al-Darsah, Lucas family legacy Family: Rick Lucas [father, dead], Martha Lucas [mother], Nina al-Darsah [fiancee] Age: 24 Gender: Male Ethnicity: White Height: 6'0" Weight: 165 lbs Eyes: Blue Hair: Blond Description: Tall, blond, and impeccably groomed without having to work at it, Mark Lucas looks like he just stepped out of Central Casting for a superhero - or maybe a future President. When he's working, he wears a black suit with blue dress shirt and gold tie that never seems to get dirty. When he's not working, he dresses down, preferring merchandise branded with Freedom City sports teams. He's a big Heroes fan - who isn't? History: A scion of a long line of superheroes dating back to the Golden Age of Freedom City, Mark Lucas's firm belief in the world of superheroes and their innate goodness would be annoying if he wasn't so nice. Luckily for him, those beliefs are mostly true in the sunny, optimistic World of Freedom. Having graduated high school, earned his college diploma by taking online classes, and incidentally saved the entire multiverse before he finished that first thing, these days Edge is one of the most powerful people on the planet - he spends most of his time traveling the world for his job with the United Nations, helping the poor and needy. He's recently abandoned the costume he's worn since high school for a more 'plainclothes' looking outfit, as part of the life changes that had come with his engagement to Nina al-Darsah. He has also recently gone public with his super-identity. He's still a loyal member of the Liberty League, though, with a deep respect for the legacy of Freedom City's superheroes. Personality and Motivation: Mark Lucas is sunny and amiable, determined to make everything better. Luckily he has the power to do just that - and the personality to talk people into just about anything. He's a trusting soul, though hard to lie to, and tends to assume the best from everybody. Even bad guys love their mamas and want a better world, they just don't know how to get there without some help. He very rarely gets angry - only when people he cares about are very sorely threatened. He loves his fiancee very much - and does plan to join her in Socotra when she becomes queen. Mark's biggest weakness is that deep down he does resent how the Freedom League treated his father's legacy in the wake of the events of House of L and Graduation Day (see the Guidebook for more information). Powers and Tactics: Mark would be the most frightening man in the world if he wasn't so amiable. As it is, in an actual fight he usually tries to talk down the person he's fighting with, boosting his teammates at the same time just by being around them. If forced to actually do battle himself, he'll generally turn opponents' weapons into something harmless, pin them down with debris or the results of other accidents, or simply strike them with a raw torrent of magical energy that takes the form of what looks like some natural phenomenon gone wild. The latter he only uses when sorely pressed - he genuinely wants to avoid a fight with all but the most terrible enemies. His powers tend to be showy and ostentatious, never subtle, and he'll usually throw up various created objects in the middle of the field as a way of distracting an opponent. Most of his professional life, he spends making and distributing things for poor people around the world. He is the most powerful superhuman in the employ of the United Nations - and definitely the most famous. -- Complications: Agent. Mark's duties as an agent of UNISON are generally mundane - he's usually posted to the poorest countries of the world to provide emergency aid and transportation to the people who need it most. But being a UNISON field agent, even one who is technically low-level support personnel, isn't the same thing as being a superhero - and one day they just might come into conflict. "But just in case... tell me the whole thing again, I wasn't listening." He really wasn't. Feel free to hand Mark, or his teammates, an HP if he missed some pertinent piece of information. Dethroner. When he was younger, Mark Lucas helped dethrone Omega, the Knight of Entropy and Lord of the Terminus. Cosmic beings, particularly those associated with the Terminus, will recognize this and act accordingly - whether to commend him, or target him. Mark knows deep down in his soul that the Terminus will come for him again; just as he knows equally well that the heroes will win that time too. Extremely loud and incredibly close. Mark's powers ARE NOT SUBTLE! Not only are they bright, noisy, and eye-catching to mundane spectators, they burn like a damn flashbang to magical senses. They can sense him coming a mile away - and they probably will not like it! Father. From sidekick, to ally, to support personnel, to adventurer, to cosmic world-warping threat, the career of Rick Lucas has defined Mark's life from before he was born. Rick is gone now, having given his life to save all of existence, but from a Freedom League that doesn't really trust the heir to the man that betrayed the world to villains who bitterly remember the wacky teenager's quips who so constantly humiliated them, his legacy lives on. God. Mark really is much more powerful than he should be by any reasonable understanding of magic. Djinn grandparents usually mean a lucky childhood or minor fire control abilities, not walking magical juggernauts capable of going toe-to-toe with the most powerful beings in Earth-Prime. Mark is vaguely aware of this, but willing to live with it - he's not one to brag unless he's super-stressed out. But that much power has a way of attracting attention... I am not a genie. Mark usually denies any relation to genies - but he actually is. Jimmy Lucas. World War II veteran, genie master, heart and soul (though not the brains, hahaha) of the first Liberty League, Jimmy Lucas was Mark Lucas's grandfather. Or so he'll tell you. Liberty League. The first Liberty League fought the Third Reich, the Empire of Japan, and then the Grue - the world-conquering threats that were the worst thing anyone had ever faced in the 1940s. The new League, and the members who fought against first Omega, then many more foes, may not get the glory they deserve - but at the end of the day, like as not they're the ones going to be there when the time travelers, or the entropic overlords, or world-eating cosmic threats show up. It's just in the job description. Mom. Martha Lucas is on her meds, back at work making Andi comics, and recently helped talk her publisher out of publishing a line of Freedom Zombie comics. Things are good. Nina. It started with Mark's desire to get to know the pretty princess with the strong personality, then it blossomed into something more. Mark and Nina have been cohabitating for about the past year now, taking advantage of her isolation from home to have the kind of relationship between equals she'd likely have been denied back in Socotra. But now that she's stepped away from her father, and that endgame they both knew was coming has gone away - things are changing between them. All that talk about morality and how a hero is supposed to act isn't just idle talk around the breakfast table anymore. Shenanigans. The GM should feel free to hand Edge an HP when the character is dared to do something or otherwise given an opportunity to do something unwise with the words "You're up for this." Upstairs. Mark doesn't have a lot going on up there. He's super-pretty, though! Women. Mark really does love his girlfriend, but he likes ladies of some kind too. Abilities: 2 + 4 + 14 + 10 + 2 + 14 = 36PP STR 12 (+1) DEX 14 (+2) CON 24 (+7) INT 10 (+0) WIS 12 (+1) CHA 24 (+7) Combat: 8 + 10 = 18PP Init: +2 ATK: +4 (+10 w/Move Object) DEF: +10 (+5 Dodge, +5 Base, +2 flat-footed) Grapple: +4/+24 w/Move Object Knockback: -10/-3 Saves: 1 + 6 + 7 = 14PP TOU: +20/+7 (+13 Force Field, +7 Con) FORT +8 (+7 Con, +1) REF +8 (+2 Dex, +6) WILL +8 (+1 Wis, +7) Skills: 72r=18PP Bluff 8 (+15) Concentration 7 (+8) Craft (Artistic) 10 (+10) Diplomacy 20 (+27) Knowledge (Popular Culture) 10 (+10) Knowledge (History) 10 (+10) Languages 3 (English [Base], Arabic, Mandarin Chinese, Spanish) Medicine 4 (+5) Feats: 59PP Beginner's Luck Benefit 1 (Status [Hey, It's Edge!]) Connected Distract (Diplomacy) Dodge Focus 5 Eidetic Memory Inspire 5 Jack of all Trades Luck 7 Sidekick 36 Powers: 5+ 16 + 3 + 14 + 2 + 12 + 54 = 105PP Device 1 (Archtech-brand smartphone, 5PP, Features 5 [Camera, Cellphone, Computer, GPS, Flashlight] Flaw: Easy to Lose, PF: Restricted [password]) [4PP] Enhanced Feats 4 (Ultimate Save 4 [Fortitude, Reflex, Toughness, Will]; Extras: Affects Others, Range 2 [Perception]) [16PP] Enhanced Feats 2 (Quick Change 2, Extra: Affects Others, Flaw: Action [Move], PF: Precise) [3PP] Force Field 13 (reality bending, PF: Subtle [magic senses]) [14PP] Immunity 2 (aging, despair effects) [2PP] Luck Control 4 (cancel GM Fiat, cancel HP expenditure of others, give someone else HP, spend HP for someone else) [12PP] Mark is Magic 25 (50PP, PFs: Alternate Powers 4) [54PP] BE: Damage 15 (Extras: Area [General, Burst], Selective, PFs: Indirect 3, Variable Descriptor 2 [any accident]) [50/50] AP: Create Object 15 (Extras: Duration [Continuous], PFs: Innate, Precise, Selective) [48/50] AP: Move Object 20 (Effective STR 100, Heavy Load: 12.5ktons, Extra: Damaging, Flaw: Duration [Concentration], PFs: Accurate 3, Affects Insubstantial 2, Indirect 3, Precise) [49/50] AP: Teleport 10 (1000 ft/Earth to Moon, Extras: Accurate [+1], Area [General, Burst], Selective, Flaw: Long Range Only, PFs: Progression 10 [100k lbs]) [50/50] AP: Transform 10 (inanimate to inanimate, 1000 lbs, Extras: Duration [Continuous], Flaw: Action [Full]) [50/50] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tou Bruised/Injured Damage Touch DC 30 Tou Bruised/Injured Create Object Ranged DC 25 Reflex Caught Move Object Ranged DC 30 Tou Bruised/Injured Abilities (36) + Combat (18) + Saving Throws (14) + Skills (18) + Feats (59) + Powers (105) - Drawbacks (0) = 250/250 Power Points
  2. September 2016 Lincoln Dancia had spent a week away from the office, covering a story about the new generation of West African nuns who were taking over an isolated Franciscan nunnery down on the Maurice River in southwestern New Jersey. it had been a fascinating story and a chance to meet people she might never have met, but the nunnery's remote location had left her isolated from world events. No sooner had she arrived back at the Ledger that she had a stack of urgent messages - including one from a familiar UNISON agent asking her to arrange a meeting with Triakosia at a remote cliffside lookout spot near Lonely Point. "This is an urgent meeting. Please let me know as soon as you've arranged it - and when we can see her there."
  3. Gizmo


    Incursion Incursion: Prologue Praetorians: Awakening Incursion: Three If By Space Incursion: Holding the Fort Incursion: Phase One Incursion: Blood in the Water A Lor refugee cruiser has become separated from the evacuated fleet! Can our heroes defend it from Communion fighters long enough to make it to safety? Featuring: Paradigm, Kharag, Deep Freeze and Seika Incursion: Meaning in Destruction The world-killer has set course for another world. The clock is ticking as our heroes try to discover why and escape with their lives! Featuring: Dragonid, Moon-Moth, The Traveller and Solar Sentinel Incursion: The Conquered Flesh The Stellar Khanate has been silent since the Communion first arrived in known space. Cavalier recruits blockade runners to find out the terrifying reason! Featuring: Cavalier, Eclipse and Rock Incursion: Opportunists and Opposition The remaining Star Knights are spread thin and pirate attacks have surged! But are interstellar brigands the worst our heroes have to fear? Featuring: Corona, Mechanized, Memorial and Galvanic Incursion: Backwater They came for a bounty but our heroes much deal with a corrupt sheriff, overcrowded refugees and rising tensions if they plan to make it back to civilized space! Featuring: Bliss, Roulette and Ruby Voxx Incursion: Phase Two The silent night of December 25th is broken by the arrival of a threat from the stars! The worst has come to pass and the Communion has come for Earth! With attacks on every corner of the globe the heroes of Freedom City must leave the familiar rooftops of their home city behind to defend their planet from utter destruction! Incursion: Stop-Thrust The members of the Freedom League organizing the defense of Earth from aboard the Lighthouse find that something is trying to turn their own weapons against them! Featuring: Comrade Frost, Fleur de Joie, Gabriel, Gaian Knight and Velocity Incursion: Drop the Needle The Communion's arrival has awakened something buried deep beneath Seattle's Space Needle and it might take three Erin Whites to save the day! Featuring: Cannonade, Cobalt Templar, Edge, Midnight II and Wander Incursion: That's Amore Dragonfly and Miss Americana have a plan for a defensive weapon using the Farsider's moonstone as a focus. The Communion has a plan to blow the moon into itty bitty pieces! Featuring: Dragonfly, Geckoman, Harrier, Jack of all Blades, Miss Americana and Willow Incursion: Uploaded to the Cloud As news of the invasion spreads and threats reveal themselves, a charismatic cult leader in Rio de Janeiro is on the rise! Dark magic or cosmic charlatans?! Featuring: Equinox, Ghost Girl, Nick Cimitiere, Nightingale, Phantasmo and Wraith Incursion: Spirit of the Blitz Communion needleship drones focus on the UNISON HQ in Geneva, which houses may of Earth's space flight capable combat craft! The Vanguard and their allies stand in the way! Featuring: Coiled Lightning, Foreshadow II, Myrmidon, Synapse, Ulysses and Young Britannia Incursion: God Squad Typhon plans to usher in the apocalypse by turning nanotech drones near the Naqada necropolis into cyborg versions of mythical monsters! Who ya gonna call? Featuring: Arrowhawk, Meatheral, Miras, Set and Sun Walker Incursion: Mind Over Matter The Communion's broadcast is laying siege to the psychically receptive minds of Earth! Our heroes use the Arecibo Observatory to meet the threat head-on on the astral plane! Featuring: Blue Fox, Hologram, Miss Grue and Nano Angel Incursion: Matter Over Mind While the psychic heroes fight the broadcast, their bodies are vulnerable! A second team must defend them against waves of Communion drones! Featuring: Fast-Forward, Grimalkin, Net Fly, Queenie, Silver Magus and Triakosia Incursion: Science Team Go! A computronium bomb hits the Empty Quarter of Saudi Arabia, converting everything it touches! Our heroes race to stop a grey goo scenario! Featuring: Asad, Citizen, Hronos, Maxima and Terrifica Praetorians: Ghost in the Machine Incursion: Phase Three While Earth has lay under siege the rest of the galaxy has burned with war. The Communion continues to sweep over world after world, converting most into horrific server tombs to fuels it insatiable hunger to expand its intellect and destroying others outright to create wormholes for some more diabolical purpose. It does not do so unopposed, however, as the Galactic Coalition fights back at every turn! Lor mentats soldier on shoulder to shoulder with Grue Arcane while Khanate pirates take up arms alongside newly awakened Praetorians in a battle for their very survival! They are outnumbered and overpowered but they have a plan. Legends are about to be born and one way or another the galaxy will never be the same. Incursion: Black Sheep For months Star Knight Kyle Steward has been a one man armored thorn in the Communion's paw. An ally arrives to help and catch him up on what he's missed in the meantime. Incursion: Red Five The Communion's machinations on Earth have been thwarted but the world-killer still looms near Pluto's orbit! Can our heroes destroy the superweapon before their home joins Lor-Van? Featuring: Argonaut, Cavalier, Geckoman, Hronos and Sun Walker Incursion: Merciless At the Coalition's secret base a final, desperate stratagem is being planned. It becomes much more desperate when the communed Star-Khan arrives to quash the resistance once and for all! Featuring: Galvanic, Paradigm and Rock Incursion: Troopers Behind enemy lines on a cyberformed server world our heroes must lead grudging allies from the Lor, Grue and more in an assault on a key communication relay before time runs out! Featuring: Corona, Eclipse, Roulette and Wander Incursion: Blockade Runners To get vital intelligence regarding the location of the Communion mothership back to the Coalition our heroes will have to fight their way off world and through an enemy blockade! Featuring: Bliss, Dragonid, Ghost Girl, Kharag and Wraith Incursion: Interstellar 66 With another world targeted for destruction to form another wormhole a risky deal must be struck. Are our heroes sure they're aligning themselves with the lesser of two evils? Featuring: Dragonfly, Deep Freeze, Ruby Voxx and The Traveller Incursion: Only Hope There's just one chance to infiltrate the Communion mothership and disable it from the inside, with the fate of the galaxy hanging in the balance! Featuring: Citizen, Mater Vyrdna, Moon Moth, Seika and Temperance Incursion: Aftershocks
  4. Midnight II Placeholder Text History Placeholder Text Costume and Appearance Placeholder Text Powers Placeholder Text Allies Placeholder Text Sidekick, HQ, Etc Placeholder Text Timeline 2010 Spring The Clock Strikes Twelve: Trevor Hunter transfers to Claremont Academy to finish the school year and is greeted by Mark Lucas and his friends. The taciturn teen is happy to let his new classmates do most of the talking and finds that his inherited codename comes with some cachet even if his powers pale next to those of his peers. Midnight Meeting: In the dormitory common room late at night, Trevor meets Erin White, also known as Wander. She shows him the Academy's Doom Room, a holographic combat simulator, and suggests he might be a good fit for Young Freedom. Trevor is impressed by her abilities but suspects his admiration may go a bit beyond strictly professional. The Wolf and The Night: Midnight encounters the werewolf Lukos while hunting criminals and after a brief skirmish the pair agree to work together toward their common goal. New Sound: Trevor meets another new student at Claremont, Warren Wilder, known at the time as Rift and latter simply Riff. Midnight Express: Erin accompanies Trevor of a nighttime patrol and he shows off a bit by talking them over the cables of the Pramas Bridge on the Night Cycle. They foil some minor crime and talk over diner food with Trevor working up the nerve to causally invite her to a charity gala he'll be attending. Japanese Import: Trevor is among the students to greet Karakuri Aiko on her first day at Claremont Academy. What is Essential: Eve Martel, a telepath and transfer student, arrives at Claremont Academy and Trevor helps her find the administrative office. House of L: Trevor, Erin and several others arrive at the Lucas residence just in time to see a booby trapped Steelgrave robot explose and slay Mark. Stunned by the loss they accompany their friend's family to the hospital where Rick Lucas has a breakdown, unleashing previous dormant reality warping powers that wash over the city... House of L: Wake-Up Call: In the new reality crafted by Rick Lucas everyone seems to have gotten what they most wanted; the original Midnight is still vital and active with Trevor acting as his sidekick, Kid Midnight. But standing over his parents' grave site with two sets of conflicting memories, Trevor is compelled to track down his friends and try to discover what is or isn't real. House of L: Bringing Down the House: The teens find that Mark has been revived in this new world but is imprisoned in a twisted version of his family home to keep him out of harm's way. Trevor infiltrates the house and breaks Mark free so that he can join the others in confronting his father. House of L: The End: Rick restores the world to its rightful state, saving his son's life in the process. Victory is not without cost, though, as Rick is forced to leave that reality and his family behind and each of the young heroes must contend with the secret wishes they've denied themselves in the process. House of L: Eve of Midnight: Trevor confronts Eve, who is bitter over losing the use of her voice a second time in the wake of House of L. Thanking her for helping to restore a world where his parents still live, Trevor strikes up a friendship with the petite Frenchwoman, who is similarly stubborn and driven. Monsters in the Streets! - Southside: Massive monsters run rampant through the streets of Freedom! Midnight teams up with Arrowhawk, Freedom Angel and others to take down some of the mysterious titans. Life's Parade of Fashion: Trevor brings Erin to meet his family's tailor, the incomparable Frank Jr. Frank sets to work designing a formal dress for Erin and shares some stories about the age of mystery men, letting slip that Trevor has a history as a competitive swing dancer. Summer "...And I'm a Mutant.": The country watches as Alex Albright comes out as a metahuman by birth on national television. Trevor questions the wisdom of stepping into the light. Could've Danced All Night: Trevor and Erin attend the charity gala and make a bit of a splash. Trevor runs into an old acquaintance, Meaghan Mercer, but their relationship is clearly anything but friendly. Even so after some nervousness the night goes well and Erin invites Trevor to the junior prom Alex has been planning. Jail Break: A massive riot at Blackgate Prison brings a laundry list of heroes out to stop the worst Freedom City has to offer from breaking free and causing chaos! Save Tonight: The off-campus prom promised to be the event of the season but when secrets come out in the worst way possible the fun turns to heartbreak and violence. Trevor joins in the damage control but friendships are left ruined. In the fallout he and Erin manage to share one quiet dance, listening to music through his earbuds. Midnight Bloom: A mystery chemical agent is killing plant life and Fleur de Joie seeks the help of renowned chemist Travis Hunter to discover its source. Trevor joins Fleur as Midnight to stop the dastardly defoliation! At the Mountains: Mark brings Young Freedom along to check on the Centurion's Sanctum, a duty inherited from his father. They find Dr. Stratos and Medea intent on freeing Superior from the Zero Zone. When Medea uses her magic to control Erin's mind Trevor and James have to work together to stop her long enough to break the spell. Lights at His Back, Stars in His Eyes: Greeting another new student to Claremont, Trevor finds that his eyes are increasingly light-sensitive and worries what that might mean about his developing metahuman powers. The Other Guys: Still in possession of the spaceship from Rick Lucas' alternate version of history, James raises the idea of proactively taking the fight to dimensions in need of saving to Trevor, Erin and Eve. Just Another Class Trip: Mr. Lumins, better known as Dark Star, takes a class of Claremont Students to an alien world for a field trip. When the planet comes under attack and Dark Star must deal with a fleet in orbit, Trevor and Erin work to lead their less experienced classmates against the invaders' ground forces. Temple of the Sun: Generations meet as Midnight attends a Lifetime Achievement ceremony for El Feugo alongside Edge, Ace Danger and Bombshell. Rose Tinted Glasses: A secondary leaves Trevor with onyx black sclera and blood red irises, horrifying him. Thanks to the support of Erin and their friends - and a timely shove from Eve - he begins to adapt to his new situation. Midnight Oil: Erin meets Trevor in the garage while he's working on the Night Cycle to tell him about James' confession of love. They agree that while they want to take things slowly they also want to continue deepening their relationship. She kisses him and he kisses her back. Fall A Trip Between Two Worlds: Trevor, Erin and Mark end up temporarily stranded on Earth-XX, a parallel world almost identical to Earth-Prime save that everyone's gender is reversed! Trevor gets along well enough with Tricia Hunter, encouraging her to pursue her feelings for the temperamental Arron White. A perfectly good pair of pants are ruined by glitter. Shadow in the Night: Midnight steps in to foil a mugging and ends up getting struck in the neck with a pipe by Carrie Wendle, after which she asks for his autograph.
  5. December 25, 2014 Freedom City Midnight Manor Late in the evening on Christmas Day, a Deep One sang an eerie song in the Midnight Manor, her body silhouetted by the darkness outside. "BUT I GET UP AGAIN! YOU'RE NEVER GONNA KEEP ME DOWN! WOO!" As her song finished and the strains of Tubthumping vanished into the quiet of what was sometimes one of many front parlors in the Hunter mansion, Aquaria leaped in the air and cheered, her smooth, wet skin glistening from the exertion of the vigorous karoake number. "I am awesome!" For their part, Mark and Nina both cheered and applauded - Mark hadn't been at all sure bringing the machine along was the right idea, but luckily Jessie's amphibian friend had practically snatched the karaoke machine up with her tongue and practically begged to go first. (Jessie had, blushingly, commented that Aquaria used to do this a lot before disappearing herself) Aquaria first approached Mark and Nina, since they had been the latest to the party - only arriving after Martha Lucas had turned in early and left her son and his girlfriend free for Christmas. "You guys want a turn? C'mon, don't be chicken!" Between Nina's competitive streak and Mark's natural showmanship, it wasn't long before the couple was standing in front of the computerized board, picking out their song - 500 Miles seeming to be an early favorite. Aquaria bounded over to join Erin and Trevor to watch the show, declaring, "Surface music is great, you can yell so loud when you're singing! And nobody complains!"
  6. Electra

    Day of Wrath

    Day of Wrath The Day of Wrath Incident was an event that took place from late November 2012 to mid-January 2013. Unbeknownst to anyone, the alien intelligence known as The Curator abducted a number of superheroes from Freedom City and replaced them with robot duplicates. The heroes were deposited on The Curator's ringworld and left to fend for themselves, while the robotic replacements insinuated themselves into the lives of the people they were imitating. At a prearranged time, the robot doppelgangers erupted into lethal violence designed to spread fear and distrust amongst the hero community and the general population. Links [Gorgon] Latchkey Kids Young Freedom defends Freedom Hall from the Crime League! (Robot Dr. Stratos) Test Site I Several heroes wake up... elsewhere. (Originally Hidden) Roughin' It A camping trip with friends leads to a discussion of old wounds. (Robot Blue Jay) Merry HAXmas The HAX company Christmas party! (Robot Harrier, Jill and Wander) Where The Love Light Leads Wander needs some space during the holidays. (Robot Wander) Chaos, Steel and Wolves Armored heroes team up to take on the Foundry (Robot Beekeeper III) War of the Worlds Young Freedom tries to wrap up their Erde adventure, only to fall into more trouble. (Robot Duncan Summers) Disco Inferno With the campus under siege, Claremont's students must decide who to trust! Counterfeit Medications Wander does some corporate headhunting. (Robot Wander) Time and Chance Beekeeper III goes beezerk. (Robot Beekeeper III) Arms and the Man Jill O'Cure goes for the killer cure. (Robot Jill O'Cure) These Chains on Me Harrier gets scarier. (Robot Harrier) Pale Moonlight Blue Jay gets in some target practice. (Robot Blue Jay) Scratch Team The Freedom League Auxiliary deals with Star Knight and Freedom Hall. Crosses with Arms and the Man. (Robot Maria Montoya) Test Site II The heroes continue to look for a way off of the strange alien planet! (Originally Hidden) Even Angels Fall Dragonfly meets Gina, they fix Midnight's flying saucer. (Robot Beekeeper III) Test Site III Stealing a shuttle, the heroes fly to their captor's doorstep! The End of the World Young Freedom wage a desperate defense against the Curator for the fate of Tronik and Earth! This Was a Triumph (Inside) The kidnapped heroes subvert the Curator from within its own control room. This Was a Triumph (Outside) Epic space battle, epic reunions for everybody! The Talk Ironclad meet Beekeeper III for the first time, again. Day of Wrath Vignette
  7. Wander Keeley Erin White (formerly Erin Keeley White), is the civilian alter-ego of the superheroine called Wander. Born November 11, 1992, in an alternate timeline (Freedom League Designation Earth Z-Omega-1(extinct)), Erin White arrived on Earth Prime October 17, 2008. Her legal name was changed shortly thereafter, to avoid confusion with her native double. She graduated from the Claremont Academy in Freedom City in the spring of 2011. She currently works as Chief of Security at HAX, a supertech company owned by Mara Halloman. In Erin's superhero identity as Wander, she is currently a member of the Liberty League. She's a former founding member of Young Freedom and keeps in touch with most of her old teammates. Wander's powers include superhuman agility, speed and strength, as well as an enhanced constitution that protects her from disease, poison, and most physical injury. She also has the ability to heal extremely quickly from injuries. She is a seasoned fighter and an experienced hero alone or in team-ups. Timeline 2009 Spring Touching Down: Erin arrives in Freedom City from Seattle with all her worldly possessions in a duffle bag. She is met by Alex Albright (Psyche) and Mike Harris (Phalanx) who are also starting school at Claremont Academy. The trio bonds over being the same age and uncertainty about the new school, and Alex offers to tutor Erin to help her catch up before the new school year. (Un)Familiar Faces: Erin, Alex and Mike arrive at Claremont Academy and get the ten-cent tour from Mrs. Harcourt. Alex and Erin are assigned as roommates for the summer. Going Walkabout Erin explores the school grounds on her own, but finds it difficult to let go of the habits and outlook she learned in her old life. Coping Strategies: Dr. Marquez, the school psychologist, assigns Erin to the Interdimensional Student Support Group, for kids from alternate realities. She meets several other students, including her classmates Quark and Agent H, but is quickly depressed by the stories of alternate realities and frustrated by the seemingly asinine response from the psychologist. She walks out of the group and does not attend again. Notes from Therapy: Wander Erin continues in private sessions with Dr. Marquez, but is less than communicative. As a compromise, he asks her to write stories to convey her feelings about all she has been through. Summer The Sweet Science Erin and Mike help Coach Jones test some new gym equipment, and prepare for their upcoming placement tests. Placement Test: Wander: Mr. Archer, the gym teacher, gives Erin her combat assessment in the Doom Room holosimulator. After priming her adrenaline response with physical challenges and perceived threats to life and limb, he tells her to fight four simulated opponents using her normal fighting style. She frightens off one opponent, kills the next two messily, and nearly knocks herself unconscious fighting the last one before Mr. Archer ends the test. Both of them are badly shaken by the testing and what it reveals about Erin's readiness to fight for the side of good. What Dreams May Come Rattled by the combat assessment, Erin falls asleep and has a nightmare, inadvertently pulling her psychic roommate Alex along for the ride. Alex gets a look at the horrors of Erin's past and does her best to help, bringing the pair closer together. The Delicate Art of Thunder Erin goes with Mr. Archer to have specialized training from a powerhouse heroine called Thunderstanding. They get off to a rocky start when Erin finds it difficult to curb the reflexes that make her fight to kill, but eventually begins working on a number of drills to eventually make her safe for hero work. Making Schemes Erin strikes up a tentative friendship with Hope (Agent H), another dimensional refugee from a world overrun by Nazis. Making Friends Erin, Alex and Mike make the acquaintance of Eddie (Breakdown), a brash new student who is not sure whether he wants to be a hero or a famous DJ. That same afternoon they meet another student, Mark Lucas (Edge) a heroic legacy who already has a year at Claremont under his belt. They explore the library and meet Zaranna and her micro-raptor Squeaker, who once bit Mark during a sensitive moment while he and Zaranna were dating. Darian and Erin: Erin gets tutoring from Darian (Quark), who tries to teach her history with the use of a time-travel device. In the process she meets Dr. Tomorrow, gets a bit of her memory erased, and begins to wonder if Quark's fantastic devices might hold the key to going back and saving her world before it died. Darian opens a portal to her home on EZO1, but when she sees a moving humanoid shadow, she has a panic attack and makes him shut it down without going through. Out Tonight Mark wins tickets to a concert and invites his friends along, including upperclassman Chris Kenzie (Geckoman), partially due to his having a vehicle. They arrive at the concert to find Eddie already there, line-jumping and schmoozing. Chris winds up flirting with two supervillainesses, who try to put the whammy on him before Erin picks him up bodily and carries him out of danger, much to his chagrin. And Hell Came Knocking: Erin meets new classmate James Prophet (Hellion), scion of a prominent local family and possessor of an interesting set of hellfire-related powers. They arrange to play videogames together some night, as he is also of the rarely-sleeping persuasion. Take Me Out to the Ball Game: On a school outing to a Comets game, the gang arrive late due to some very unlucky traffic patterns and a wrong turn. By the time they arrive, the stadium has been taken hostage by villains Tech Kid and Mystic Force. The students work together to stop the villains and free the civilians, though once again Erin finds it extremely difficult to control her powers in the midst of a fight. At the end of the battle, Mark coins a team name, Young Freedom. Up All Night: Erin and James bond over a night of video games, two very guarded people letting their walls down just a little bit. Sweet Sixteen: Alex's sixteenth birthday party is all fun in the sun with Young Freedom until they uncover a map that leads to her mom's abandoned underground base. It's the perfect new HQ for a new team! Growing Up Claremont: Alex and Erin sign up for Driver's Ed and gossip about their male teammates. Erin asks Alex about Darian's time-travel suggestion, but Alex gently breaks the news that while going back in time might create a new and better timeline for a divergent Erin and her family, it will not bring back the family Erin lost. Erin is crushed but tries to hide it, and decides that now would be a good time to try sparring with Mike. Schoolyard Brawl Erin and Mike's sparring session leads to anger and hurt feelings when they tell each other uncomfortable truths that neither are ready to face. Alex steps in to try and smooth the ragged edges, but has a few unresolved issues of her own to deal with. The Other Goods Alex needs a dress for her first date with Mark, so she and Erin hit the mall. Erin manages to brave the crowds long enough to act like a normal teenager and is very proud of herself. Those Who Fight Monsters Erin comes across James sleeping in the library and, after nearly getting stabbed, learns about his nightly visits to hell courtesy of his demon-lord father. She tries to share with him a little about her world, but can't handle it and runs away. They reconcile later over Mario Kart and things go back to normal. Postgame Analysis After Alex returns from her date with Mark, she and Erin discuss how it went and what she ought to do next, then play a game of Life using house rules based on themselves and their teammates. Wandering Edge Erin and Mark work together in the simulator and learn that they make a formidable team. Erin manages to not botch a diplomatic situation, and Mark gets taken for a ride. Birthday at the Park: James treats all his friends to a day at Ocean Heights Amusement Park for his birthday, including food, rides and prepaid gift cards for the stores. Erin uses her card to augment her severely limited wardrobe and enjoys rides with her friends. At the end of the day, they fight some cultists and the emotion-controlling demon they summoned. A Three-Hour Tour: Erin tries to help recruit her friend Hope onto Young Freedom, but the effort is pretty much derailed by student shenanigans and a surprise trip to Erde. Morning in America: Erin, Mike, Mark and Chris wind up in Freedom City on Erde, while Alex, James, Eddie and Hope are sent to Erde's Kaiju Island. The foursome destroy a Nazi facility, where Erin scores a decisive victory against a small army of Nazi robots and disable a device that the Nazis had been using to contact other dimensions. They scavenge the pieces they need to repair the Resistance's teleporter, then head off to find their friends. Reunited and it Feels So Good: The students are teleported home from Erde, whereupon Eddie immediately says something dumb and insensitive about Nazis to Hope. Erin skips the debriefing to take her friend somewhere she can cool off. The Visit: Erin gives Dr. Haviland (Gossamer), the new chemistry teacher, a tour of the school grounds. She is mildly freaked out by the new teacher's impressive hair-based powers. Creative Destruction: Mike and Erin end up together in the Doom Room again, but this time on the same side. They patch up their differences, break the simulator, defeat a couple of villains, and cook up a plan to try simulator softball one of these days. Car Shopping: James takes Erin and Alex car shopping, theoretically for a vehicle for Young Freedom, then winds up sneakily buying Erin the blue pickup truck she's fallen in love with. Fall Training Maneuvers: Erin goes through another painful combat assessment from Mr. Archer in the Doom Room. This time she avoids killing any of her opponents, but begins to respond with lethal force to a powerful opponent. Mr. Archer gives her a real-life version of the padded bat she's been training with in the simulator. Sunny Afternoon Erin tries out her socializing ability by welcoming an uncertain new student to the school. The End of the World: Mike and Alex take Erin and Mark to the library as part of a convoluted scheme by Eddie and Chris for Mike to ask Erin on a date. Before anything can happen, Erin notices Mystic Force from the baseball stadium doing something nefarious with the library computers. It escalates into a standoff on the steps outside, one that is broken when Zoe Harris (Zephyr) comes hurtling back into the past from 30 years in the future to help her parents and their friends. Zoe spins a convoluted story to explain where she comes from, but eventually tells the truth to Erin and Headmaster Summers, asking them both to keep her secrets. Guitar Heroes: After Zoe's revelations, Erin assures her she will keep the secret, but advises Zoe that Alex will find out one way or another. She is surprised by the fact that she apparently lives another thirty years in Zoe's timeline, then clears out of the way so Zoe can go meet Eddie to join his band. Mysteries and Gossip: Back in their room, Erin and Alex discuss the day, including Mike's odd behavior and Zoe's appearance. Erin isn't exactly swept off her feet by the idea that Mike considers her “safe” to ask on a date, but doesn't rule out the possibility. She does her best to keep Alex from prying into Zoe's background, but is not terribly successful. Cool Air: Mike takes the advice of his friends and asks Erin out on a practice date, which she agrees to with some reluctance. They play simulator baseball, have a simulated brawl, share a milkshake, and fly over the lights of Freedom City at night. Erin feels awkward, but it's oddly nice. Some Girls: Despite Erin's best efforts to dissuade her, Alex runs a DNA profile on Zoe and discovers the truth about her parentage. Daisy (Student Body) overhears Alex's tearful discussion with Erin about how she isn't ready to be a mother, and gleefully spreads a mistaken conclusion all over school. Mike very nearly beats Mark to a pulp before Alex intervenes, and everyone starts to figure out what's actually going on. Alex and Mark break up, and Mike's experiment with practice girlfriends is finished. Beautiful City: Erin and Alex work together in the Doom Room for the first time, where Alex acquits herself well despite Erin's overprotective instincts. They are rewarded by additional homework from Mr. Archer. Memory: Mike stops by Erin's room for a chat on the awkward topic of breaking up a relationship that may or may not have existed. Erin insists that one outing as friends didn't mean anything more than that, but admits that maybe, if things were different, she might have liked there to be more. The Morning Of James and Erin play video games in the early morning hours of October 31. James mentions he's been having odd power spikes, and cagily mentions he has to deal with family business that evening. Erin shares that she's been confined to quarters for the evening to prevent accidents with partygoers. As he says goodbye, James tosses Erin the keys to his car, saying he won't be needing them. Erin misses the ominous overtone, too excited about the chance to go driving. Speak of the Devil: Halloween night, Erin begins to worry about James and goes to look for him. She finds a farewell note in his room and calls for her friends to help track him down before he does anything stupid. After a consultation with Phantom, the team heads out for a rescue mission. Another One Bites the Dust: Erin, Mark, Mike and Alex find James in an old cemetery, making his last stand against a small army of demons. There is a pitched battle, in which Alex and Mike both manage previously untouched levels of power, but it is not enough to keep James from being dragged off into hell. Fallen Friends: In the week after Halloween, Erin and Alex do research to try and find a way to reach and rescue James. They come up totally empty, and Erin begins to crack under the strain. Invasion:Riverside Gate: Young Freedom is called to fight a demonic Hellion and close the gate that is releasing a demon army on Freedom City. The fight seems hopeless, with far more demons than can be fought, until Psyche weaponizes the power of friendship and Erin controls her fighting instincts long enough to reach out to her lost friend. James comes back to himself and shuts the gate on his father, returning the city to pre-invasion calm. Rapproachment: Days after the end of the demonic invasion, James finds Erin exercising after dark and comes over to apologize to her. They mend fences over all that was said and unsaid, and Erin finally gets a chance to drive James' car with him in it. Giving Thanks: Acting with the very best of intentions, Mark invites Erin to his home for an awkward Thanksgiving dinner with his family. Erin appreciates the gesture and does her best, but is still drowning in grief for her own lost family. Her one saving grace is the mangy orange cat who seems to have adopted her, and who makes her feel better when she pets him. Beyond the Veil: Erin and Oliver turn out to support Mark when he learns the truth of his origins: his father is actually the son of Jimmy Lucas' genie pal rather than Jimmy Lucas himself, making Mark one-quarter djinn himself. Erin also has her first meeting with Phantom, a rather tense one until Phantom assures her that she won't be throwing Erin off Earth Prime. 2010 Winter Money for Nothing: Over Christmas Break, Alex cooks up a plan to play the stock market and build up a college fund for Zoe. She hires Erin to keep an eye on the stocks at night, and helps her out by making her a stock-owning employee of the new company and dumping a basic course in the stock market into her head. Erin is not sure about any of this working, but needs money for cat food and wants to help out anyway. It's a Jungle Out There: Young Freedom goes on their first international adventure, traveling to Dakana to fight a clone of Shadivan Steelgrave. They defeat him and save his captured proles from firey volcanic death, but during the standoff, Erin learns that the Terminus was responsible for the virus that began the apocalypse in her home dimension. Fatherly Advice: Rick Lucas makes an unusual evening visit to Erin's dorm room to say that Mark will recover from his experience in Dakana and to warn her about the perfidious evil of Shadivan Steelgrave. Gazing Into the Abyss: Erin seeks out the dimensional guardian Phantom for more information about the Terminus and the man Steelgrave called Friendly. Phantom tells her about Physician Friendly and his horrible hospital on Nihilor, and confirms that he could well have killed Erin's world, but warns her that he is too well-defended for Erin to try and fight with any hope of success. Battle of the Sexes: Erin, Alex, Mike and Mark square off in a silly girls-versus-boys match to test their new simulator. The girls defeat the boys using an amusing human-size hamster ball and flee the scene to savor their victory. It Is Well With My Soul: Erin and James hear a rumor about a real honest-to-god (so to speak) angel in Freedom City. Since they both have a bone to pick with religion, they go seek out Heyzel, who does seem to be the real deal. No productive conversation ensues, but everyone gets something to think about. Title of Show: Young Freedom's training game of Capture the Flag on campus is interrupted when Erin and Mike nearly collide at high speeds with new student Faith. Mark executes a daring last-minute save and proceeds to unleash every romantic cliche he can think of to impress the pretty new girl. Everyone else proceeds to tease Mark, who totally ignores them in favor of his new and very impressed conquest. From the Shore to the Water: Alex and Erin go swimsuit shopping after being invited to James' mid-winter pool party extravaganza. They discuss strategies for Alex's ongoing seduction of Mike, as Erin attempts to find a swimsuit that doesn't make her look like a bodybuilder. Erin is not certain whether she'll have fun at James' kind of party, but promises to at least make an appearance. Beach Party in Winter James throws a temperature-controlled beach party for all his friends, and Erin goes with some trepidation. She has fun for awhile, then is roped into an uncomfortable conversation about the inevitable implosion between Mark and his girlfriend Faith. Beyond the Door: Erin goes back to St. Stephen's for another theological discussion with Freedom Angel, this time without taking James along. She keeps her temper a little better this time, long enough to ask about how Heaven works, even if she doesn't understand the answers. Freedom Angel admits that God has not spoken to his angels in nearly 1500 years, which is sobering to them both. Spring I Don't Know Kung-Fu: Erin attempts to teach her teammate Geckoman how to fight hand-to-hand after he loses his zappers in a fight against his supervillain girlfriend. They make some progress, but are hampered by fundamental differences in approaches to combat. A Day Without Powers: Some of the kids from Young Freedom agree to wear power suppressors for a day for a school project. Erin feels weak and clumsy, but is much less affected by the suppressors than some of her more powerful classmates. Midnight Meeting: While spending yet another late night in the common room, Erin meets new student Trevor Hunter, Midnight II, who is also a night owl. She offers to show him the Doom Room, and they run through a training scenario together and are reasonably impressed by each others' abilities. Erin offers to put in a good word for him with Young Freedom if he wants a team. Enter the Squid: Erin gives new student Blake, Kid Cthulhu, a quick tour of the school after Oliver gives him the cold shoulder upon his arrival. Monsters in the Streets:Bayview: With monsters attacking all over the city, Young Freedom is called to save the Pramas bridge from a trio of giant monsters set on shaking it to bits, civilians and all! New Sound: Oliver introduces Erin to another new student. Warren, called Rift, is a sound controller who is eager to meet people and get started at Claremont. Midnight Express: Erin and Trevor meet up on another late night. He takes her for a thrilling ride on his motorcycle, including a cable jump of the Pramas Bridge. They fight a little crime and have a surprisingly easy chat over coffee and cocoa, then Trevor invites Erin to a fancy dress party in a few weeks time. House of L: A sudden alert on Memorial Day draws Erin, Trevor and some of her teammates and friends to Mark's home, where he's just fought off another Steelgrave robot. They arrive just in time for the booby-trapped chassis to explode, impaling Mark with a metal shard and killing him instantly. At the hospital, Rick Lucas has a complete meltdown in a roomful of grieving heroes, lashing out at his old comrades and vanishing most of the Freedom League before making a wish that everything would be how it was supposed to be again. House of L: Wakeup Call: Erin finds herself falling onto the lawn of Freedom Hall, where she is immediately chased across town by a doppelganger who calls her “Rednaw.” Her friends have all been dropped into new, Rick Lucas-approved lives, but Erin is a wild card for some reason. They quickly discover that not following the script can lead to people being deleted or hurt, as happens to Chris when he throws a punch at his gone-evil girlfriend. They regroup aboard James' brand new spaceship (aliens being more Lucas-approved than demons) and try to make a plan to set things right. House of L: Bringing Down the House: Now reunited, Erin and her friends set off to look for Mark, and find him trapped in a warped version of his own home, apparently for safekeeping. They break him out and go to confront Rick Lucas in Freedom Hall, trying to convince him to fix the world. Erin reminds him that he is not the only one who is desperate to change the past, but this is not the way. Eventually Rick breaks down and uses his power again, dissolving the world. House of L: The End: When the world reforms itself again, Erin and her friends are standing on Mark's lawn, along with Mark's parents and Mark himself, still alive. Rick then tells his family he can't stay, that two reality warpers of his caliber would damage the world, and tells them he loves them before vanishing. A grieving Mark asks to be left alone with his mom, so his friends slowly dispersed, having won a victory that seems somehow a little hollow. No More Good Days: Mark reaches out to Alex and Erin for help dealing with his many emotions surrounding his father's disappearance and his own temporary death. Fisticuffs 2: Opening Credits: Erin attends a citywide sparring match for superheroes, looking to meet some heroes and pick up some pointers. Instead she encounters Dead Head for the first time, which results in an embarrassing loss of composure for her and an inconvenient loss of head for him. Consolations and Remembrances: After fleeing her confrontation with Dead Head, Erin comes back to campus, where James finds her crying against a tree. She pours out the story of her powers and her dead world to him, and he does his best to comfort her, for all he has to admit that she probably didn't kill Dead Head. James promises things will get better, and she tries hard to believe him. Life Lessons: Erin meets up again with Dynamo, a speedster she met at the sparring match, when he comes to Claremont for powers testing. His intrusive questions fluster her and make her question the place she's tried so hard to achieve among her fellow students. So the Drama: Alex and Erin discuss recent events in Erin's life, especially her argument with Dynamo and the upcoming fancy-dress date with Trevor. Alex floats an idea for a junior prom, despite their concerns that some of the members of Next Gen will try to make trouble. Life's Parade of Fashion: Trevor takes Erin to meet his family tailor, an elderly but spry man named Frank who designs uniforms and formalwear for superheroes and mystery men. He decides to design Erin a red dress that she is slightly unsure about, and tells them stories of the good old days. A Simple Plan: Mike asks Erin for advice on whether he should propose to Alex even though they are still in high school, and how he should do it. She is diffident, but advises him to go ahead if he thinks he is truly ready. She also recommends keeping things very simple, no flashy stuff. He thinks this is a good call. Now What Did You Learn Dynamo brings Erin flowers and apologizes for his rude behavior on their last meeting. She accepts the apology and shows him how to use a tennis ball cannon for training. Walk Softly and Carry a Collapsible Stick: Erin meets Eve, a new student who is a mute telepathic gymnast. They work out together and have a very brief sparring session, then chat about the school. Cold Case: While out on patrol, Erin happens upon a misunderstanding-fight between Dead Head and Lady Winter. She drops in and subdues Dead Head's skeleton minions, threatens the zombie for a few minutes, then takes Lady Winter back to base so Psyche can help her find a place to live in Freedom City. Just Like Old Times: James' increasingly hectic schedule has been keeping him off campus, but he and Erin eventually find an evening to catch up. They talk about his new ship, brought over from Rick Lucas' world, and play Mario Kart. Summer Summer Job Listing: Erin answers an ad for a babysitter with combat skills and winds up interviewing with Phantom and Avenger for the job of babysitting their dhampir child. She impresses Avenger with her reflexes and hard right hook and gets the job. No Mercy: With Grue rampaging in the streets of Freedom City, Young Freedom and the Interceptors team up to protect the beleaguered Freedom Medical Center from an enormous Grue monster. Nockin' on Iron: Erin and James step in to assist a pair of new heroes who get in over their heads while trying to stop a drunk and disorderly villainess from tearing up a neighborhood. High Noon: Erin and Young Freedom work together to stop a deadly solar laser blast from incinerating large chunks of Freedom City, but although they see it is a manmade threat, they cannot find who might have done it. Could've Danced All Night: Erin and Trevor attend a fancy party as the representative of the Hunter family and his date. Trevor wins major points by letting her drive his classic limo on the way, and despite a little nervous awkwardness, they have fun dancing and socializing. By coincidence, James is also at the party, and realizes his feelings for Erin have shifted, though he does not make this known. At the end of the evening, Erin asks Trevor to the prom. Save Tonight: Erin and Trevor go to the prom Alex is putting on at the AEON building, only for the evening to be ruined by Daisy conspiring to out the truth of Zoe cheating on Eddie with James. Consternation turns to near-catastrophe when Eddie responds by driving a sports car into the ballroom, hoping to hit James, and Mike nearly causes mayhem on his own when he lets anger get the best of him. Eddie and Zoe break up, Eddie gets ejected from Young Freedom, and Trevor and Erin enjoy one quiet dance in a hallway, listening to Trevor's iPod. I See What You Did There: Young Freedom faces the music from the Headmaster after the prom disaster. Erin is surprised to be complimented on her handling of the situation. Strength to Strength: Duncan Summers lines up a new mentor for Erin: the heroine Fulcrum. After seeing Wander in action in Fisticuffs, Fulcrum is slightly ambivalent, and after losing her first mentor after a short period of time, Erin is ambivalent as well. They eventually go out for lunch and have a pleasant small-talk conversation. At The Mountains Mark brings his teammates with him on a trip to the Centurion's Sanctum to make sure things are still in good shape there. When they arrive, they find Medea and Dr. Stratos trying to release Superior from the Zero Zone. Medea mind-controls Erin to attack her friends, before James and Trevor working in concert manage to subdue her and get her back to fighting the bad guys again. Giant Dragon Bees: Erin and Jack of All Blades mend some fences while stopping some giant fire-breathing bees menacing Freedom City. MAWS Erin steps in to assist the heroine Fusion when she gets in over her head, so to speak, while fighting Megalodon and his army of shark mutates. A Clearer View: James invites Erin for a tour of his spaceship, where engine troubles and passive-aggressive AIs make the tour a little more fraught than fun. James finally confesses he has feelings for her that are more than friendly, leaving Erin very confused. Coincidences: Erin helps out a street-level hero named Drifter nap a fleeing crook, then has a talk with him about what it means to be a real hero. A Better World Erin meets a dimensionally-jumping version of herself from a universe where the vaccine that empowered her was distributed, rather than the zombie-causing vaccine. The other Erin's world now has two billion superheroes running around. She warns Erin to be on the lookout for Shadivan Steelgrave, who has attacked and hurt or killed a number of Erins along their shared universal axis, and mentions that there are Erins out there in even worse shape than Wander. Lights at His Back, Stars in His Eyes: Erin and Oliver meet the new carrier of the Beacon legacy, Erin rescues Mark from another ill-advised sky-high adventure, and Trevor has trouble with his increasingly light-sensitive eyes. Crypt Tonight: Erin is assigned to go talk with Dead Head as part of her cognitive behavioral therapy for zombies. They do not make friends, but she doesn't beat him up a third time, so it's a partial victory. Calimari on the Menu: Fusion invites Erin to her home for dinner as a thanks for her help with the giant sharks. Erin attends and manages to act normal the entire time, a significant accomplishment. Joan, a reporter in her civilian life, is very interested by Erin's lack of answers about her personal life. The Other Guys James invites Erin, Eve and Trevor to his ship to discuss the possibility of interdimensional adventures. Just Another Class Trip: Erin and Trevor go with Dark Star and some of their summer school classmates to an alien world tha is quickly invaded by the Stellar Khanate. Trevor and Erin work toghether to save their less-experienced classmates and the day as well. Rose-Tinted Glasses: Trevor's powers manifest in the form of a secondary mutation: black and red eyes. Erin, who has been getting steadily closer to Trevor, is thrown for a few minutes, but she and the rest of Trevor's friends quickly begin to adjust to the change. Midnight Oil: Erin works up her nerve and talks to Trevor about James' feelings for her, and why things have been slightly strained on the new team. She also tells him that she really likes him and wants to keep getting to know him, even though they both have issues that require care and time. She kisses him, he kisses her back, and they make plans to have dinner together later. We Can Be Like They Are: Erin has another nightmare about zombies, this one about all her friends and family as zombies, with a gleeful Dead Head reminding her that every zombie she's ever killed was a person once, part of somebody's family. Case of the Mondays: Erin drags a very reluctant Oliver off-campus for a visit with the city's only super vet. Fall A Trip Between Two Worlds: Erin, Trevor and Mark get pulled into an alternate dimension where everyone's gender is reversed. Mark and Marcie hit it off big time and Trevor and Tricia get along, but Erin's own insecurities and self-doubt lead to lots of friction with her double Aaron. A Doktor Who Makes House Calls?!: Erin's quiet night of babysitting is interrupted when Dr. Archeville comes by to give JJ a checkup, and then interrupted further when the doktor reads an eldritch tome that possesses him and releases a quintet of monsters into the city. * Outing: Erin goes to sit with Mark at the hospital while he watches over his sick grandmother. Rick Lucas drops in for a visit as well, his first since leaving the dimension, and warns them that trouble with the Terminus is coming. Mark asks Erin how her father died, and she tells him. Mind Games: Erin, Trevor, Mark, Blake and Warren are dropped into Anti-Earth by an evil version of Rick Lucas, swapped with their counterparts to see who survives better. Erin is horrified to learn that her double is a dimensional refugee like herself, driven mad and caged until needed as a weapon. Whistling in the Dark: A slow night in Southside results in a four villain pile-up for Erin, Gabriel, Momentum and Dyne. Gabriel gives the younger heroes the lowdown on Southside, while Erin gives Momentum a sobering look at what it really means to be a superhero. Meet the Interceptors: Erin's mentor, Mona, takes Erin to the Brownstone to meet her team, the Interceptors. Erin gets a tour of the house and a look at the simulator, but is a little thrown by the team's super-casual vibe. Midnight Run: Erin and Trevor take Erin's newly customized truck for a spin, and the words “boyfriend” and “girlfriend” are tried out for the first time. Chocolate pie, a discussion about evil ex-girlfriends and some very exciting kisses round out the evening. Midnight Confessions: Erin decides to tell Trevor exactly how she came to be on Earth Prime, just in time for zombies to attack Freedom City. Flouting the restriction that she is to stay on campus during any undead activity, Erin helps Mark get his mom to safety at Midnight Manor, then follows Trevor out to fight. Midnight in Her Eyes: Several days after the zombie uprising, Trevor goes to check on Erin, who's had a hard time settling down. They talk about what happened in the Manor, and start getting comfortable with one another again. The Quality of Mercy: Mark brings Erin some new clothes to replace what was recently ruined or given away, and to talk about his decision to heal his evil doppelganger. Erin admits that she was angry about that, given how Hex treated her own double, but that she was more unhappy because there was nothing she could do to help the luckless Singularity. Mark talks about UNISON, and Erin reveals she plans to stay in Freedom City after graduation for reasons. Settling In: Erin has a brief conversation with Corbin, a new student who Oliver found up in a tree. They have little in common, but the exchange is friendly enough. Absent But Not Forgotten: Erin and JJ go on a babysitting adventure to the park, where they are surprised to encounter JJ's often-absent mom Taylor. Erin tries to encourage Taylor to spend more time with JJ, but mostly just ends up annoying her employer a little. She does get permission to bring Trevor along on babysitting jobs. This Party's Better Than It Seems: Erin opens her birthday box from the White family in Seattle, while chatting about school and making friends with Jill O'Cure. She gets a new netbook, some sweaters, and an heirloom necklace that is half the set that was Erin Prime's inheritance from her grandmother. Kill A Man: The members of Young Freedom are invited by White Lion to visit Dakana for fun and education. On the way there, they take advantage of Dakana's lower drinking age, get tipsy via Alex's telepathy, and play Truth or Dare. Erin tells Trevor she loves him, and he returns the sentiment. At the reception, Hellion turns up for the first time in four months. Kill A Man: Boys Boys Boys: After the reception, Erin and Alex enjoy the plush furnishings of their room in the palace and discuss what Erin wants to do with and about Trevor. Inside Out, Upside Down: Erin goes with Avenger, Dead Head and a weird grown-up Jack Junior to rescue Phantom and JJ when an argument with Heshem leads to them being trapped inside the Void. Minions are beaten down, speeches are made, and eventually Taylor retakes her mantle and Erin gets a paycheck that will be the security deposit on her first apartment. Mind Over Matter: Erin visits The Lab on an assignment to assist a scientist and write a report about it. She tries helping Supercape with a quantum energy project, but is much more effective helping him fight off the Factor Four when they try to rob the place! He offers to show her any alternate dimension she likes, but she takes a raincheck, saying she's not ready to go to the world she wants to visit. House on the Hill: Erin brings Trevor with her to babysit JJ, but first he must pass Avenger's somewhat obnoxious idea of an entrance exam. Starve Free: Erin meets Harrier, a freed Omegadrone, when he comes to campus. She takes him to the Doom Room and has him sketch out everything he knows about Physician Friendly's Helpful Hospice, in the hopes of taking it down herself. All Your Bank Are Belong To Us: Erin takes Cobalt Templar out on training patrol, only for things to turn surprisingly dangerous when they find Pax trying to protect a bank from a crowd of robot robbers. Erin manages to keep either boy from being hurt and defeats the leader robot, but at the cost of several ribs. Back on campus, Jill finds her and cures her with trademark blunt snarkiness. Alternate Timelines and Characters 2009 Ghosts in the Shell Set in Earth C-Future-2, Zoe Harris' (Zephyr's) home timeline. Erin and Mark, middle aged and divorced in this world, search the rubble of Freedom City for Zoe after the disaster that killed Alex and Mike. Their daughter Clara shows up to help, but all the evidence points to Zoe using her super-speed to run straight towards an explosion she could not have survived. 2010 Mind Games Remix: While Wander and Young Freedom struggle to find a way home from Anti-Earth, Singularity gets an intoxicating taste of freedom as the Young Imperials try to chase her down.
  8. April 1, 2015 3 AM Outside of Wittmund, Germany  Alone, Dimitri Peshkov stood in the shadow of history. The Allies of Freedom monument, erected in 1953, loomed behind him, commemorating the heroic sacrifice of Lady Celtic, Renard Rouge, and Spitfire Jones on one terrible night seventy years previously. It did not depict the last surviving member of that tragically crushed superhero team. In 1953, no one in West Germany had wanted to praise "The Ice Commissar" as he had once been known.    Comrade Frost lit a cigarette, its glow bright in the darkness against his pale skin and hood, and stared up at the monument, pacing back and forth beneath its shadow, heedless of the municipal airfield nearby. The airfield that had once been the airstrip that Wilhelm Kantor had escaped from - after his cold-blooded murder of the finest men and women Dimitri Peshkov had ever known.    Silently, he remembered the past - and opened a thermos of piping-hot vodka laced with human blood.    April 2, 1945  Outside Königsberg, East Prussia   "WHERE ARE THEY!?"    Comrade Frost grabbed the big SS officer by the throat and began to squeeze, feeling blood and flesh begin to freeze to ice beneath his cold grasp, mist billowing from his eyes and mouth as his eyes burned red and his fangs bulged horribly.   "WHERE ARE KANTOR AND NACHT-KREIGER!" He released his grasp and let the man babble, pleas for mercy, apologies, telling the angry ice controller he had no idea where Kantor had gone, he was just a low-level Thule Society member, he really knew.    Frost grabbed the man's head and squeezed until his pleas stopped, then turned to his Red Army escorts, who were looking with a mixture of fear and awe at the Soviet champion. "The rest are as useless. None of them know where Kantor has gone." He pointed to the white-faced SS prisoners and then said, "Sh...no, even better. Strip them of their weapons and give them to those Jews they had made their test subjects. See what _they_ make of them."    - April 1, 2015  3 AM  Outside Wittmund, Germany    The orders had come in from the usual sources, for all that the orders themselves were unusual. Titan had been dispatched to guard the Allies of Freedom monument in Wittmund, Germany on the occasion of the 70th anniversary of their deaths. There were evidently concerns about vandalism, concerns that seemed justified as he approached the monument by night (as per his orders) and found a man shouting at it in Russian, waving around a cigarette in one hand and what looked like a hip flask in the other. But why had he been pulled out of the United States to come here, halfway around the world, even to guard an important historical treasure.    "<You would have given them a soldier's death, yes? Told me that we were defined by how we treated our enemies and that barbarism was no solution to barbarism.>" He waved in the general direction of the statue of Renard Rouge, his movements violent and his voice full of grief. "<But you were a hero, Amelie, a hero to the end. And I am, and ever shall be...FROST!>" Frost stomped his foot. "<A creature with a heart so cold!>"    Titan knew this man. Comrade Frost; a Soviet hero and a brave man, a self-described 'ice monster' who had gone from an enemy agent to a loyal, trustworthy ally who was like his "least favorite brother."    But he also knew he had never seen him before in his life.   
  9. Two Miles From Lake Vostok Antarctica Friday, May 9, 2014 7:52 PM White. White as far as the eye could see. And cold that cut right through to the bone. Ever since he'd come into his powers, Cannonade hadn't exactly felt the weather in quite some time. But it said a lot that, even with his enhanced resilience, this was able to get right at his core. After only a few seconds on the ice, he firmly decided that Antarctica could go screw. He didn't know why he'd expected anything else. He should have known this would happen at some point - join a superteam, see everywhere from Hell to Honolulu. But while he'd usually gotten his more globetrotting assignments courtesy of AEGIS, it had been Edge who'd brought this one to the table. Apparently there was a UNISON research base near Vostok, dedicated to plumbing both the depths of the ancient lake and whatever things might be found in the snow. Cannonade hadn't gotten the full account, but a message had gotten out a few days back. There wasn't enough sensible content to lean one way or another, but the fact that something garbled and messy was coming out of the station could be considered a soft cause for alarm. Which would also explain their guest. Joe was used to the rest of the League, but apparently, the Indian woman had been seconded to Edge's assignment. She was a psychic, apparently, something that left him very conscious about what he was thinking. Her job was to check up on the mental health of the scientists. A place like this could do things to a man... and apparently, there had been rumors of whole expeditions who'd gone around the bend down here. There was a chance it wasn't all isolation... Joe just adjusted his jacket, and kept his eyes on the base. Soon enough, the security team would be out to wave them in. He just had to focus on that...
  10. September 1, 2013 Typhoon City (formerly Qalansiyah), Free Kingdom of Socotra From the perspective of Freedom City, anyway, it started small. A freak storm in the northwestern Indian Ocean, lashing coasts as far as the Arabian Peninsula and the Horn of Africa. A sudden media blackout on the island-nation of Socotra; with even its ample (and often illegal) Internet going dark. Socotra was on the radar of only a few people in the city with its lord and master gone largely into retirement, and a brief blackout was an occasion for concern, but not alarm. Of course, some people had closer ties to the Socotran royal family than others. Standing on the roof of the royal palace of Typhoon, on its best days a magnificent palace of Arabian and Indian styles, surrounded by ever-flowing fountains of fresh water that were among the tallest such in the world, Mark Lucas stared at what lay in Qalansiyah harbor, and beyond it, and for one of the few times in his life honestly had no idea what to say. He took the hand of his girlfriend Nina al-Darsah, princess-turned-college-student, and when he made eye contact and saw the fear she would never, ever, ever admit to having, he said the only thing that made sense. "I'm going to call for help." "Well...I suppose," said Nina, putting her arm around him, the shadows in which they both stood casting her dark face into gloom. "Normally this is something the royal family would handle amongst ourselves, of course, but this, yes, this is something that your friends could help with." She hugged him, stepped aside so he could disappear without her, because what princess would leave her kingdom in a time line this? and said "Hurry." With a nod, Mark's costume flashed up around him before he vanised himself - reappearing in the main foyer of the famous Midnight Manor! "Trevor, Erin!" he called out loud as his shoes creaked on hardwood floors. He'd been gone just half a day, but what a day it had been! "I need your help with something! Something...big!" He had to laugh at the absurdity of it.
  11. Saturday, April 6th 11:32 AM Cannonade usually wouldn't have been in costume and about town this early on a Saturday. But he, like the rest of the Liberty League, had been on high alert the last few days. There'd been a number of suspicious thefts in the Freedom area over the last few days, and if the pattern held up, odds were the thieves weren't going to take a day off. Midnight had been the first to notice the pattern. On Thursday night, at around 3 AM, several items went missing from the Harcourt family vault at Eastern Seaboard Bank. They could tell the time because the disappearance of the items had set off the motion detectors and pressure sensitive plates in the vault - even though the thieves had not. There was no sign of breach, no sign of forced entry, and no sign of electronic subversion of the vault's countermeasures. Then, around midnight on Friday, someone had done a smash-and-grab on the Valert mansion in the North End and had stolen several antiques from the family's private collection. Two thefts that might, by themselves, be either coincidences or the sign of a particularly brave gang of robbers. But the Valerts had a reputation for considering private acquisitions the family hobby. Their collection was rumored to consist of pieces that might better belong in a national museum - bits of Greek architecture, Renaissance painting... and paraphernalia from the homes of Hitler's inner circle. Likewise, the Harcourts had a black sheep in their family tree - Roland Harcourt, who it was rumored had made a bank securing Nazi funds in American institutions. Some of which he might have actually kept. So it appeared that somebody was going about stealing Nazi assets - or, worst case scenario, relics. Which was why Cannonade was on patrol in Midtown, keeping his eyes locked on the Super Museum. Midnight had been able to narrow down a few "avenues of interest" for the robbers to strike at, potential assets that the thieves might strike at - private collections, arcane libraries, and so forth. The Museum was hosting another retrospective on the heroes of WWII, this time focusing on some of the artifacts belonging to the Reich's own superpowered operatives. There was little chance anything was going to go down in the light of day, but he'd volunteered to keep an eye on Downtown. And hey, nothing wrong with spending more time at the Super Museum. "Nothing big so far," he said into his communicator. "Anything on your ends?"
  12. The night of January 15, 2013 2 AM The call went out to le Renard Rouge's, Cobalt Templar's, and the Liberty League's line, one after the other, at a time that just happened to catch them all when they were otherwise indisposed. The woman's voice on the other end is rough and raspy, with the tension clear as she speaks. "
  13. Friday, June 29th, 2012 8:47 PM It had been a perfectly ordinary evening for the Liberty League. Then someone had to tempt fate. There had been the usual security briefing at the Midnight Manor, with a discussion of movements amongst noted villains, possible security risks, and other matters of importance. Someone had brought up the fact that the Super Museum was doing another wartime theater retrospective, including some of the safer treatises of Lady Celtic. And not fifteen minutes later, the silent alarm had gone off, instructing Midnight and everyone gathered around the table that four people who weren't supposed to were stomping about inside. One teleport by Edge brought the League into the lobby of the Super Museum, the statues of Freedom's fallen looming dark in the night. They could hear traces of movement down the hall. "All right," whispered Cannonade. "What's the plan?"
  14. July 4th, 2012 5:32 PM Joe Macayle stepped off the bus, feeling a bit out of his element amongst the swirling labyrinth of classical mansions. He'd been here quite a few times before, but usually at night and usually with an eye towards the back entrance. But standing before the gates of the Hunter Estate, in broad daylight, he really wondered if this was his place. Usually he didn't give a crap about things like this, but somehow, the invite had stirred up some lingering traces of self-consciousness. He'd come fairly dressed down - a fairly simple tee, jeans, and Docs, even leaving the braces at home in favor of a belt - carrying a cooler full of burgers in one hand and another full of ribs in the other. And yet, somehow, he found himself standing at the gate, wondering if he should turn back, get some better clothes or something. He shook his head. What the hell, he said. They've taken me as I am so far. With that, he rang the buzzer. "I'm here," he said into the intercom. "Don't know if I'm early or not..."
  15. Player Name: Electra Character Name: Wander Power Level: 12 (232/250pp) [374] Trade-Offs: None Unspent Power Points: 18 Older Version In Brief: A survivor of plague and apocalypse in her home universe, Wander began as a shell-shocked dimensional refugee, but has worked hard to recover and make a place for herself among the heroes of Freedom City and the people of Earth Prime. Alternate Identity: Keeley Erin White, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart) Identity: Secret, though she does little to protect it. Birthplace: Seattle, Washington, Earth EZO1(e) Occupation: Head of Security at Halloman Advanced Experts (HAX) Affiliations: Liberty League, Young Freedom (alumnus) Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2007)(1942-2002) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007) Description: Age: 19 DoB: November 11, 1992 Apparent Age: 19 Gender: Female Ethnicity: Caucasian Height: 5'8 Weight: 175 Eyes: Brown Hair: Auburn Tall and solidly built, Erin's average appearance allows her to blend into the background more easily than many superheroes. Her eyes are medium brown, her hair auburn and shoulder-length, held back by a band when she works. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood. Erin's wardrobe consists mainly of classic pieces in interchangeable styles. She does not dress to stand out, but has finally managed to acquire more clothes than she can wear in a week. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity. When she is on duty at HAX, she wears a simple gray jumpsuit with an identifying patch on the arm and a badge. Power Descriptions: Wander's powers are less flashy than many of the heroes of Freedom City, but nonetheless quite effective. She is strong and resilient, healing quickly from injuries and with a metabolism that allows her to do a lot with very little. She is a superlatively trained fighter, either barehand or with her specialized bat, and is able to leap great distances, either horizontally or vertically. She runs at tremendous speed, and when going all-out can even run up walls and across water. History: Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee. Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures. At the climax of her career with Young Freedom, Wander was part of a mission that required them to face off with Omega, Lord of the Terminus. Wander went toe to toe with him and, against all the odds, not only survived but came away triumphant. In the aftermath of the battle, her cat Oliver revealed his true nature as a sorcerer and a guardian of the multiverse, who had chosen and empowered her as a champion specifically for the battle she had just fought. With the battle won, he offered her the choice to go with him to fight battles throughout the multiverse against the powers of the Terminus, or to stay and take advantage of the life she had earned for herself, but without the powers he had granted her. Erin chose to stay, and gradually learned to live with the loss of many of her powers. It took a long time for her to disclose her “disability†even to those closest to her, which resulted in more injuries and stress than if she'd come clean to start with. Just as she was becoming acclimated to her powers, a fight with Madrigal's Hounds for the amusement of the Terminus resulted in a nearly life-threatening injury. The Furions healed her, and in the process, revitalized her with some new abilities that she is still trying to get used to. At the same time, she is continuing her long-term relationship with Trevor Hunter, Midnight II, and working full-time as chief of security at HAX. Personality & Motivation: Erin is a serious young woman with a strong tendency towards single-mindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. Her reputation as a vicious fighter is well-earned, though it brings with it an unflattering characterization as a loose cannon. In reality, she is extremely concerned with not hurting anyone who doesn't deserve it, and trains constantly and thoroughly to ensure she is battle-ready on all counts. The past year has been a difficult one for her, losing many of her powers and questioning her own fitness as a hero, but by overcoming her own doubts and learning she could still be a hero without Oliver's loaned power, she's turned a corner in her self-perception. Erin is a grown-up hero now, for good and bad. She's less plagued by doubts and nagging feelings of worthlessness, but beginning to perceive greater problems in the world outside herself. Luckily, she is a hero and can try to do something about it. Powers & Tactics: Wander's style has mellowed from her school days, partly from necessity as her powers have fluctuated over time. Rather than rushing headfirst into combat, she will usually look for ways to get a tactical advantage, whether that's sussing out the situation with surveillance or reconnaissance, or by using her impressive acrobatic skills to confuse her opponent before delivering a blow. If a teammate is threatened, she's generally the first to throw herself in the path of danger, and when pressed into a corner, will fight with uncompromising ferocity. Complications: Triple Threat: Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion. Things have only gotten more complicated now that the Erin White who was trapped on Anti-Earth, codenamed Singularity, is also on Prime, and may even be released into Freedom City eventually. Overprotective: After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers. Post Traumatic Stress: Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations. Growing Up: Wander has a secret identity as Keeley Erin White, one that's gotten more important now that she needs it to do grownup things like pay rent and bills. She has neighbors now, and a cat who can't fend for himself. She's also got a full-time job that, while flexible with the needs of her hero career, demands lots of energy and attention. That comes with subordinates to worry about, and a whole new potential rogue's gallery. Love and Loyalty: Loyalty is extremely important to Erin, and for those people who have earned it, she will extend herself far beyond convenience or even practicality. There is virtually nothing that Erin would not do for her boyfriend Trevor, (Midnight II), whether he would want her to or not. She also has deep and abiding loyalty to her friends from Young Freedom and her Liberty League teammates. She takes her job at HAX very seriously as well, and would give her life to protect Dragonfly or Jill O'Cure in particular, and to protect the facility as a whole. Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP Strength: 34/30/20/16 (+12/+10/+5/+3) Dexterity: 20/14 (+5/+2) Constitution: 34/30/20/16 (+12/+10/+5/+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +9 Attack: +10 Base, +12 w/Cosmic Power Grapple: +27/+13 Defense: +12 (+10 Base, +2 Cosmic Power), +6/+5 Flat-Footed Knockback: -11/-9/-1 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12/+10/+5/+3 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) (10/8/2 Impervious, Reflective 2) Fortitude: +12 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) Reflex: +9 (+2 Dex, +3 Enhanced Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 12 (+17) Skill Mastery Craft (Electronic) 4 (+5) Craft (Mechanical) 6 (+7) Drive 10 (+15) Knowledge (Tactics) 6 (+7) Intimidate 10 (+11) Skill Mastery Notice 14 (+15) Skill Mastery Perform (Dance) 6 (+7) Sense Motive 13 (+14) Stealth 6 (+11) Survival 9 (+10) Skill Mastery Feats: 19PP Acrobatic Bluff All-Out Attack Challenge (Fast Acrobatic Feint) Defensive Attack Equipment 2 (10EP) Evasion 2 Improved Initiative Interpose Luck 2 Move-by Action Power Attack Quick Draw Skill Mastery (Acrobatics, Intimidate, Notice, Survival) Takedown Attack 2 Uncanny Dodge (Audio) Equipment: 2PP = 10EP Share of Midnight Manor [10EP] Powers: 18 + 11+ 16 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2 + 6 = 117PP Cosmic Power 3.6 (18PP Container [Passive, Permanent]) [18PP] Enhanced Attack 2 (to +12) [4PP] (cosmic speed) Enhanced Constitution 4 (to CON 20 [+5] or 34 [+12]) [4PP] (cosmic toughness) Enhanced Defense 2 (to Defense +12 [+6 flat-footed]) [4PP] (cosmic speed) Enhanced Impervious 2 (to Impervious 2 or 10) [2PP] (cosmic toughness) Enhanced Strength 4 (to STR 20 [+5] or STR 34 [+12]) [4PP] (cosmic power) Cosmic Power Array 5 (10PP, Power Feat: Alternate Power 1) [11PP] Base: Damage 0 (Extra: Autofire [10]) {10/10} AP: Enhanced Speed 3 (to Speed 7 [1000 MPH/10000' per move]) {3} + Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Limited [Only While Moving]) {3} {3+3=6/10} Device 5 (Wander's Bat; 25DP, Flaws: Easy-To-Lose [-2], Power Feats: Subtle [Collapsible]) [16PP] Damage 0 (Power Feats: Extended Reach 2 [15'], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal Only) [5DP] Impervious 0 (Extras: Duration [sustained, +0], Reflective 10 [2, all ranged]) [20DP] Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP] Immunity 2 (Auditory Dazzles) [2DP] Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP] Enhanced Constitution 14 (to 30 [+10]) [14PP] (chemical enhancement) Enhanced Dexterity 6 (to 20 [+5]) [6PP] (chemical enhancement) Enhanced Strength 14 (to 30 [+10]) [14PP] (chemical enhancement) Features 1 (Temporal Inertia) [1PP] (dimensional refugee) Immunity 2 (Disease, Poison) [2PP] (chemical enhancement) Immunity 2 (Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP] (chemical enhancement) Impervious Toughness 8 [8PP] (chemical enhancement) Movement Array 2 (4PP; Power Feat: Alternate Power) [5PP] Base: Speed 4 (100MPH/1000' per move) {4/4} AP: Leaping 4 (x25, Running Long Jump: 550', Standing Long Jump: 275', High Jump: 137') {4/4} Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP] Regeneration 6 (Recovery Rate: Bruised 3 [1 round/no action], Injured 3 [1/minute]) [6PP] Super-Senses 2 (Normal Hearing, Extras: Accurate [+2]) [2PP] Super Movement 1 (Safe Fall) [2PP] Super-Strength 3 (effective STR 49; Heavy Load: ~12 tons) [6PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness (Staged) Damage (Physical) Bat Touch DC27 Toughness + Autofire (Staged) Damage (Physical) Abilities (22) + Combat (40) + Saving Throws (10) + Skills (24) + Feats (19) + Powers (117) - Drawbacks (0) = 232/250 Power Points
  16. The Pine Barrens Thursday, January 4th, 2012 2:32 PM In all honesty, Cannonade could think of better places to be on a Thursday afternoon off from work. Walking down the Boardwalk, or getting a coffee and snack at the Black Petal. But here he was, flying in a helicopter over the Pine Barrens, looking for strange trees. Then again, he had to thank AEGIS for getting him out of work in the first place. They'd called him up with the assignment, and one call to the steel mill later - apparently cellulitis was the hot thing this year for sick day excuses - he had the next few days off, fully compensated. Which meant he was waiting for the other shoe to drop when Commander Grayston, who'd put him on the Nina al-Darsah job earlier in the year, swung by his apartment. "Aerial surveillance over the Barrens caught these a few days ago," Grayston had said, tossing a folder Joe's way. He'd picked it up and flipped through it. First was a photo from the sky, of a seemingly endless row of the famous pine trees of the Barrens -- only the needles were ash gray, and falling out in clumps on some trees. Next came photos from the ground, depicting the trees in more detail. The branches seemed to have grown in upon themselves, swelling until they burst or wrapping around themselves, and the trunks had turned the same pale color as the needles. A before-after picture, complete with time stamp, showed an AEGIS agent, clad in an NBC suit, taking an axe to one tree -- and felling it with one chop, as a large chunk of the base seemed to turn to dust with the impact. "...so, what, really local forest fire?" Cannonade had asked. "Budding firestarter?" "There was no chemical evidence of a forest fire -- no smoke traces, nothing. And unless this theoretical pyrokinetic could shut off his own fires, the damage would have spread farther than this. No, we've seen something like this before. Farmland around Salem, Massachusetts, 1927. Something fell onto a local settlement, spreading effects similar to the fallout of a nuclear explosion... only much more concentrated and with more mutagenic properties." "Great. Nukes. Mind telling me what this thing was?" "If we knew, we'd tell you. The phenomenon... vanished, just as quickly as it appeared. All any eyewitness could describe it as was a 'color,' similar to the Northern Lights. In any case, this seems to be the highest burst of damage from whatever it is - odds are that was the impact site - but we did find subtle evidence of a trail leading east. It's only a matter of time before this thing finds civilization." "And you want me to go in before it gets there," Cannonade had said. "All right. Mind if I make some calls?" The rest of the Liberty League had come out at the call - well, except for Ace Danger and Bombshell, who were still tied up in some sensitive business in Saudi Arabia - and, attended by more than a few AEGIS technicians, they scanned the Barrens from the air, looking for some sign of whatever was prowling through the woods, spreading blight as it went.
  17. February 2012 Shoreline Battered and bruised, the members of the Liberty League watched as the Yamato Kaiju collapsed to the beach in a shower of burning debris, the robotic titan originally constructed by the finest engineers of the Imperial Japanese Army, circa 1943, finally defeated by the combined efforts of Freedom City's legacy super-team. Once forty feet high, capable of breathing radioactive fire and shrugging off heavy weapons fire, now it was nothing more than one more shattered legacy of World War II that had crashed against the rocks of the next generation of Freedom's heroes. It was cold on the February beach, but the brilliant red and white flames rising from the burning skin of the fallen robot dinosaur kept the more fragile heroes like Edge warm as he studied the fallen wreck. Mark wasn't one for a lot of abstract thought, but even he was moved by the sight of the fallen behemoth. (Well, mostly because while his allies had all taken their lumps against it, no one had been seriously hurt.) The Yamato Kaiju had walked across the seafloor from Truk to Freedom City, most likely going around the Straits of Magellan to avoid the Panama Canal, had survived nearly seventy years only to emerge onto the land and be beaten by the Liberty League over three long and difficult hours. "Okay, team," called Edge, stepping back from the burning dinosaur and feeling the slight ache from a near-miss that had turned into a sunburn thanks to his brush with radioactivity. "Let's-" Suddenly, up in the sky some thirty feet overhead, reality collided with reality as two shining chrome spheres the size of a Greyhound bus erupted from the same space and moment and collided with and fused with each other simultaneously. The twisted double-mass of metal came hurtling downward and smashed into the surf, just too far away for the heroes to reach before impact, kicking up a sheet of spray and sand as they landed.
  18. November 3, 2011 Somewhere in the Wharton State Forest Mark Lucas hated Nazis, which made it all the more awkward to be here in the middle of a growing crowd of them. His long-sleeved "Don't Tread On Me" T-shirt hid his lack of white supremacist tattoos, but his blonde hair cut very short let him look very much like an Aryan poster boy. This was not really reassuring to Mark, but this was the sort of thing you did when you took up the legacy of the greatest Nazi fighters in the world. He tried to remember his conversation with Cannonade that had brought them all there: Greta Ratner, aka the Aryan Angel, or as his UNISON file had described her "Britney Spears meets Eva Braun" was one of the most famous neo-Nazis in the country: there weren't many beautiful blonde eighteen-year-olds willing to shake their booty in the name of racial purity. But Greta had, through her own channels, approached Cannonade (the very face of skinhead superheroes) and asked for help: she was worried that her latest concert was going to be attacked by her many enemies, and that meant she needed a superhero to help. Of course it was a trap. You couldn't trust Nazis, even if they were hot blondes from the Midwest. Which meant instead of just one hero, the Liberty League was out in force! Even if Cannonade would be the only one the Nazis would be able to see in uniform. Hmming, sipping his Coke, Mark walked around the gathering crowd, looking for familiar faces.
  19. September 12, 2011 Not long after their meeting in Paris, Edge made his own way to the Chateau Relais, following the plans laid down by Midnight and the more experienced heroes on the team. I guess I can't really call it Young Freedom; that belongs to the Claremont kids and anyway some of them aren't really that young! He'd hidden in plain sight as a UNISON employee on break, renting a car at the Bern airport and chatting volubly with the clerk there about how great it was to be in Switzerland and how much nicer it was than his usual African posting. From there, a car ride up to the mountains had taken him to the Chateau, where the last few weeks before the first real snow of the year had left the roads empty and quiet as he drove up and up towards the Chateau at an impressive 10,000 feet. Once there, he was all the cheerful, loud American tourist, buying a jaunty Tyrolean hat and parading around in it while he butchered German for the amusement of the locals, eating a huge breakfast in the chateau's impressive dining hall adorned with hunting trophies from all over the region. There were quite a few people there already, Japanese businessmen and quiet Swiss and Germans alike, and he let them see him without a trace of apparent artifice. The more of that that was in place, the better; who could be suspicious of that loud tourist in the silly hat? He kept a close eye out for his team, however, knowing that they'd find ways to contact him once they were all in place. Of course, with some of them, they'd be obvious even to him...
  20. North Bay September 22, 2011 While interstellar monsters weren't the specialty of anyone on the Liberty League these days, the new superteam was on high alert as the Gorgon's approach brought a dawning chaos the world. They'd only been back from Switzerland a few days, but those had been busy days for many of them between the Gorgon's coming, Edge's visit home, and of course various changes in Wander's general lifestyle. The wealthiest neighborhoods in town had so far avoided the panic beginning to gnaw at the poorer areas of the city, or at least that panic had been confined to the interiors of beautiful mansions rather than on the wide streets. North Bay, the home neighborhood of Ace Danger and the Midnights, had locally been the scene of one particular set of bizarre local disasters: localized thunderstorms had rocked the area for nearly 48 hours, flooding the streets, blowing tiles off roofs, and worst of all setting several homes ablaze as lightning strikes rocketed down from the sky in the middle of the 'North Bay storms' as the news was calling them. No one had died, yet, but several people had been hospitalized from electrical shock and at least one home, the Munoz manor near the waterfront, had burned to the ground with total loss of property. It couldn't be a coincidence, and so the new team had gathered together beneath Midnight Manor to discuss evidence and options.
  21. Midnight II Power Level: 15 (247/250PP) [323] Trade-Offs: +2 Attack, -2 Damage Unspent PP: 3 Theme: Creatures of the Night by The Creepshow In Brief: A soft-spoken young man upholding the legacy of Freedom City’s original mystery man. Alternate Identity: Trevor Hunter Identity: Secret Birthplace: Freedom City, North Bay Occupation: University Student (Engineering Major) Affiliations: Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero) Family: Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother) Description: Age: 21 (DoB: February, 1993) Gender: Male Ethnicity: Caucasian Height: 6'2" Weight: 185 lbs. Hair: Black Eyes: Black Sclera With Red Irises Trevor Hunter’s height and angular features give his powerfully athletic frame an impression of leanness that suits his relaxed demeanour and dark hair just a little too long to be kept tidy. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions are a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realized, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognized the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognized the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more. Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailingly genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilizing fear against the villains who make it their stock and trade. Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance. The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. Complications: Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work. Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Don’t Touch The Hat: Don’t. Touch. The Hat. Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids. Legacy: Living up to his inherited code name means the world to Trevor. Loyalty: Trevor made some good friends at Claremont Academy. Relationship: Erin White AKA >Wander. Abilities: 10 + 10 + 6 + 8 + 6 + 10 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 20 + 12 = 32PP Initiative: +5 Attack: +10/+14 Melee Grapple: +19 Defence: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-2 Flat-Footed Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+5 Dex, +5) Will: +11 (+3 Wis, +8) Skills: 148R = 37PP Acrobatics 5 (+10) Skill Mastery Craft (Mechanical) 11 (+15) Disable Device 8 (+12) Drive 10 (+15) Skill Mastery Gather Information 5 (+10) Skill Mastery Intimidate 20 (+25) Second Chance, Skill Mastery Investigate 11 (+15) Knowledge (History) 6 (+10) Knowledge (Streetwise) 6 (+10) Knowledge (Tactics) 11 (+15) Knowledge (Technology) 6 (+10) Language 3 (ASL, French, English [Native], Mandarin) Medicine 2 (+5) Skill Mastery Notice 12 (+15) Skill Mastery Perform (Dance) 5 (+10) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery Feats: 41PP Attack Focus 4 (Melee) Benefit 3 (Nice Hat, Wealth 2 [Rich]) Blind-Fight Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Evasion 2 Equipment 7 + 4 (Veteran Reward) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Minion 11 (Veteran Reward) Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Takedown Attack 2 Well-Informed Equipment: 11PP = 55EP 5 + 4 + 5 + 21 + 20 = 55EP Strike 3 (Feats: Mighty, Subtle) [5EP] (Collapsible Escrima Sticks) Immunity 4 (Suffocation Effects, Visual Dazzles) [4EP] (Midnight Mask) Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 2 (Slow Fall, Swinging) [4EP] (Grappling Hook Gun) Night Cycle (Vehicle) [21EP] Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP] Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP] Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP] >The Midnight Manor (HQ) [20EP] Powers: 36 + 12 + 5 + 1 + 6 + 10 = 70PP Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Utility Belt & Coat) Example Gadgets Spoiler EMP Grenade [15 + 5 = 20PP] Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP] + Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP] Teleportation Signal Hijack [1 + 19 = 20PP] Super-Senses 1 (Trace Teleport) [1PP] Teleport 4 (Extras: Accurate, Affects Others, Power Feats: Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.]) [19PP] Original Night Gun [3 + 17 = 20PP] Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full]) [3PP] + Stun 5 (Extras: Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], Flaws: Action [Full], Power Feats: Progression [Area], Sedation) [17PP] Tight-Beam Sonic Emitter [17 + 3 = 20PP] Dazzle 15 (Auditory Senses, Power Feats: Accurate 2) [17PP] Communication 3 (Auditory (Ultrasonic); 1000ft) [3PP] Universal Translator [5 + 15 = 20PP] Super-Senses 5 (Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing) [5PP] Comprehend 5 (Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], Extras: Affects Others) [15PP] Obscure 3 (Olfactory & Visual Senses, 25ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [12PP] (Gaseous Cloud) Protection 5 [5PP] (Saturated Muscle Tissue) Super-Senses 1 (Communication Link [Mental, Eve Martel/Sage]) [1PP] Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP] Telepathic Resistance 2 (10PP Container, [Passive, Permanent]) [10PP] (Mutant Neurology) Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP] + Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psionic Effects], Permanent) [1PP] Immunity 10 (Psionic Effects, Flaws: Limited [Half Effect]) [5PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20(22*) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC23(25*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 41 + Powers 70 = 247/250 Power Points Redbird Spoiler Character Name: Redbird Power Level: 7 (Minion 11 = 165PP) Trade-Offs: -3 Defence/+3 Toughness In Brief: Furion autonomic machine intelligence with the ability to merge with and enhance any vehicle. Birthplace: Silverwood Affiliations: Furions, Midnight II Family: Red Falcon (partner, deceased) Description: Gender: Currently ‘Female’ Height: 24 cm Weight: 1 kg Redbird’s physical form is a polished silver egg roughly the size of a small melon. While appearing featureless from the outside, the artificial intelligence is able to observe her surroundings from any direction and speak in an alto voice which has grown quieter and more deliberate since imprinting upon the human Trevor Hunter. When merging with a vehicle, the Furion technology of Redbird’s ‘egg’ melts into the control system, be it steering wheel or computer interface, and proceeds to enhance its temporary body with increased speed and other capabilities. These enhancements can range from subtle to clearly not-of-the-world, but in deference to Midnight’s preferences, cosmetic alterations typically include a light-devouring black colour scheme accented by a dark crimson wing motif. On the rare occasions she bothers to create any kind of holographic representation of herself, Redbird appears as an athletic woman roughly six feet tall and in her late twenties, slight only the the Furions’ statuesque standards. With dark red hair and high cheekbones, she shares many features in common with both Red Falcon and Trevor Hunter while dressing in motorcycle leathers or a chauffeur’s uniform as appropriate. History: Redbird is an autonomic machine intelligence created by the Furions, the powerful race of Terminus natives that are the last true opposition to Omega’s forces in that wretched blight of a realm, and like them she is very, very old. Computers in only most rudimentary of terms, such intelligences served many functions, with Redbird acting as copilot to some of the Furions’ greatest pilots, bridging the divide between rider and vehicle. Until recently Redbird was partnered with the Furion warrior known as Red Falcon. When the latter was injured too gravely to fly during Omega’s latest gambit to destroy Earth-Prime, Trevor Hunter, the second hero of his world to go by the name Midnight, stepped in, displaying a hitherto unseen level of fast-twitch muscle fibre compatibility. Red Falcon’s last act before a heroic sacrifice against a literal army of Omegadrones was to ensure that Redbird was safely entrusted to the care of the Earth-Prime heroes, thereby surviving his suicide run. Redbird subsequently imprinted on Midnight, a process which adjusts a machine intelligence’s behaviour to better compliment that of its new partner, often resulting in a completely new personality, albeit with all the same memories, skills and core traits the intelligence had previously possessed. Though it is traditional for the intelligence to take on a new name as well - and ‘Nightbird’ was briefly considered - given the nature of Red Falcon’s demise, both Redbird and Midnight agreed an exception would be appropriate. Earth-Prime is a much different world than Silver Tree, and Redbird is still adjusting to her new role, but it is enough to know that there is evil to be vanquished and battles to be won. In that, the two worlds are no so different at all. Personality & Motivation: Redbird’s current personality paradigm is level-headed and methodical - by Furion standards, at least. While previously jittery and almost anxious, Red Falcon’s passing has had a sobering effect on top of her current partner’s calm nature. She still possesses a temper than ignites into fiery rage at the sight of Omega’s lackeys and unsurprisingly has a passion for high speeds and daring maneuvers. Adopting a female voice and persona after observing Midnight’s close teamwork with Wander, Redbird elected to hold to that choice even after the a few relevant subtleties of human interaction were explained. She’s also stopped referring to herself in the third-person for the most part, discovering it was off-putting to her new allies, but still slips back into the habit when excited. Powers & Tactics: In her own, independent form Redbird is immobile but still able to speak in any sentient language, observe her surrounding in broad spectrum and deliver a nasty surge of cosmic energy to anyone foolish enough to pick up her ‘egg’ without permission. Paired with a vehicle and sufficiently skilled rider, however, she is force to be reckoned with. Merging with any vehicle and enhancing it with what could loosely be considered the ‘technology’ of Silver Tree, she can outfit her host chassis with ground speeds nearly light speed, flight and space-faring capabilities, powerful cosmic weaponry and whatever other equipment might be useful to the task at hand. Abilities: -10 - 10 - 10 + 6 + 8 + 6 = -10PP Strength: - Dexterity: - Constitution: - Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 6 + 0 = 6PP Initiative: +3 Attack: +7 (+3 Base, +4 Size) Grapple: - Defence: +4 (+4 Size), +4 Flat-Footed Knockback: -5 (+3 Size) Saving Throws: 0 + 0 + 6 = 6PP Toughness: +10 (+10 Protection, Impervious 7) Fortitude: - Reflex: - Will: +10 (+4 Wis, +6) Skills: 64R = 16PP Computers 12 (+15) Skill Mastery Drive 0 (-/+12) Skill Mastery Intimidate 10 (+7/+13) Knowledge (Physical Sciences) 7 (+10) Skill Mastery Knowledge (Technology) 7 (+10) Skill Mastery Language 1 (English, Furion [Native]) Notice 11 (+15) Skill Mastery Pilot 0 (-/+12) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 10 (-/+10) Skill Mastery Feats: 11PP All-Out Attack Eidetic Memory Fearless Interpose Power Attack Skill Mastery 2 (Computers, Drive, Knowledge [Physical Sciences], Knowledge [Technology], Notice, Pilot, Sense Motive, Stealth) Speed of Thought Teamwork 3 Powers: 8 + 1 + 20 + 30 + 29 + 17 + 5 + 14 + 12 = 136PP Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP] Datalink 1 (10’, Radio) [1PP] Enhance Vehicle 4 (20PP Variable Power, Any Power, Multiple Powers at Once, Extras: Affects Others, Flaws: Action [Full Action], Limited 2 [Only Others, Only Vehicles]) [20PP] Immunity 30 (Fortitude Effects) [30PP] Autonomic Machine Intelligence Array 14 (28PP, Power Feats: Alternate Power 1) [29PP] Base: Possession 4 (Extras: Action [Free, +2], Affects Objects, Alternate Save [Reflex], Flaws: Limited 2 [Objects Only, Vehicles Only]) [16PP] + Enhanced Skills (Drive 12, Pilot 12) [6PP] + Morph 3 (+15 Disguise, Any Vehicle of Type Possessed) [6PP] AP: Damage 7 (Extras: Aura, Duration [sustained, +2]) [28PP] (Cosmic Energy Defence) Protection 10 (Extras: Impervious 7) [17PP] Regeneration 5 (Recovery Bonus +0) [5PP] Shrinking 12 (Diminutive, Extras: Duration [Continuous], Flaws: Permanent, Power Feats: Innate, Normal Toughness) [14PP] Super-Senses 12 (Terminus Awareness [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Terminus Awareness]) [12PP] DC Block ATTACK RANGE SAVE EFFECT Cosmic Defence Touch (Aura) DC22 Toughness (Staged) Damage (Energy) Totals: Abilities (-10) + Combat (6) + Saving Throws (6) + Skills (16) + Feats (11) + Powers (136) - Drawbacks (0) = 165/165 Power Points
  22. September 1, 2011 Jordan International Airport Freedom City International Terminal This is not why I joined UNISON thought Mark Lucas, keeping his annoyance off his face and a smile on it as he listened to his charge's complaints. "You have a UNISON escort because you're the daughter of a head of state of a UN-recognized nation," said Mark, feeling a little silly in his blue UNISON uniform. At least they hadn't made him wear the helmet on the plane. "and because Dr. Typhoon made the request personally." Princess Nina al-Darsah, the youngest daughter of Typhoon, the arch-nemesis of the Freedom League-turned-Middle-Eastern head of state, was about Mark's age. About to begin her first year as an FCU student, Nina was on her way back to Socotra for an urgent meeting with her father, who had requested not just a UNISON escort for his daughter but the most powerful agent in UNISON's employ. In fact, the man's exact words (as Mark had seen) had been "only the mightiest among your pitiful ranks is suitable to give security to the daughter of TYPHOON!" Pulled out of his camp on the Ivory Coast for this, Mark had spent the last day in the company of a gorgeous young woman with her father's tan skin, black hair, flashing eyes, and with the personality you'd expect from the daughter of one of the most absolute rulers on Earth. It hadn't been his favorite trip. "That's the third time I've made you tell me that, Agent Lucas," said al-Darsah with an amused smile as she folded her hands before her. They were sitting next to each other in the first-class cabin, Mark's uniform and her Socotran dress with its merger of Arab and Indian styles having gotten a lot of attention along the way. "You're very obedient. I was hoping an agent of the United Nations would have a little more gumption. But I suppose you'd have to be good at following orders to wear that uniform of yours." Oh, what the hell. If he was going to spend an entire transAtlantic flight next to this woman, the least Mark could do was try and make it interesting. What was the worst that could happen? "I'm good at all kinds of things, Princess," replied Mark with a warm smile as he turned on the charm. "And my job is to make sure you make it back to your father in one piece. And when we're done, if you'd like to see me out of uniform, I'd be happy to oblige you." He smiled, and actually got a blush from Nina, who'd evidently not expected that comeback. Out of high school and on his own, he'd only recently become aware of how good he was at flirting when he really put his mind to it. "In the meantime, though, the other passengers are arriving. Let's not give them any hint we're anything other than seatmates." They'd boarded the plane through a separate door for security, but since it was a regular commercial flight (Freedom City to Paris with a layover, and then to Socotra's big airport on the main island), the regular first class passengers were about to embark.
  23. Cobalt Templar Power Level: 14/15 (243/250PP) [250] Trade-Offs: 0 Unspent PP: 7 In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and Alternate Identity: Corbin Alphonse Hughes Identity: Secret Birthplace: St. Louis, Missouri, USA Occupation: FCU Student Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally) Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover) Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4] Apparent Age: 20's Gender: Male Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French) Height: 6'6" Weight: 260 lbs. Eyes: Brown Hair: Black Description: Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren. Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it. Power Descriptions: Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless. His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in. As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c. Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things. Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring. History: Most of Cobalt Templar's history can be found >here. Recent Times: Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment. From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head. Personality & Motivation: Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends. Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll. On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time. As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear... Powers & Tactics: Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents. Complications: The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains. You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring. Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else. Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them). Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP Strength: 28/22 (+9/+6) Dexterity: 16 (+3) Constitution: 28/20 (+9/+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 24 + 12 = 36PP Initiative: +7/+3 Attack: +14/+12 Grapple: +16, +30 Ring Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed Knockback: -8/-1 Saving Throws: 2 + 5 + 8 = 15PP Toughness: +14/+5 (+10/+5 Con, +4 Protection) Fortitude: +13/+7 (+10/+5 Con, +1 Enhanced, +2) Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5) Will: +12/+10 (+2 Wis, +2 Enhanced, +8) Skills: 88R = 22PP Acrobatics 10 (+13) Craft (Artistic) 10 (+12) Knowledge (Business) 8 (+10) Knowledge (Arcane Lore) 10 (+12) Knowledge (History) 10 (+12) Knowledge (Tactics) 10 (+12) Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese) Notice 12 (+14) Stealth 10 (+13) Feats: 9PP All-Out Attack Dodge Focus 2 Equipment 3 (15EP) [Veteran Award] Luck 3 Power Attack Precise Shot 2 Equipment 3PP = 15EP [Veteran Award] Headquarters (Underground Base; Templar's Forest Vault) Size: Large (2 EP) Toughness: +10 (1 EP) Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP) Vault : Size: Fine (-3EP) Toughness: +20: (3EP) Features: Security System (DC 35 Disable Device) (4EP) Powers: 15 (1+6+8) + 94 = 109PP Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic] Immunity 1 (Aging) [1PP] Enhanced Strength 8 (to 30/+10) [8PP] Enhanced Constitution 10 (to 30/+10) [20PP] Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] (Power Ring [blessed/Holy, Magic]) Enhanced Attack 2 [4PP] Enhanced Defense 6 [12pp] Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP] Enhance Fortitude 1 [1PP] Enhance Reflex 3 [3PP] Enhanced Will 2 [2PP] Immunity 9 (Life Support) [9PP] Protection 4 [4PP] Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP] Super-Strength 8 (Lifting STR 70 [Heavy Load: 70 tons]) [16PP] Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic] Flight 10 (10,00mph / 100,000ft per Move Action) [20PP] Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP] Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP] BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP] AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP] Holy Fire Control 14 (30PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement) BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [26PP]"Rain of Fire" AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades" DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/21 Toughness (Staged) Damage (Physical) Blast Ranged DC28 Toughness (Staged) Damage (Energy) Strike Touch DC28 Toughness (Staged) Damage (Energy) Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/250 Power Points
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