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Found 17 results

  1. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers, and Atlantean understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces (some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera. The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted by specially-trained experts. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available -- re-creating such items are simply beyond the capabilities of modern Atlanteans. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at what would be considered alchemy (though now very limited due to their aquatic environment), as well as effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Crystalline devices that can record and play back thoughts are also common, and are one of the few pre-Sinking items that can be recreated. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. (The sea creature-controlling Trident of Poseidon gets a pass due to its use in defending Atlantis over the centuries.) Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity (as the Deep Ones are to the Unspeakable One), and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare, and largely relegated to dark myths. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking, though some have been repurposed into remote- or proximity-detonated area effect weapons (i.e., mines). Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. (Atlantean writing is done by die-stamping onto thin sheets of such soft metals.) Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities, but are sometimes used in small quantities for decorative purposes. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skills may be used without the +20 DC modifier. Similarly, repairing or constructing Atlantean technology requires training in both Craft (Mechanical) and either Craft (Artistic) or Craft (Structural). Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, modern electronics, or even simple combustion engines, are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers. An Atlantean trying to deal with Surface world technology suffers a +20 DC modifier to their Knowledge (Technology) checks, unless they are also trained in Knowledge (Physical Science), in which case the lesser of the two skills may be used without the +20 DC modifier.
  2. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers, and Atlantean understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces (some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera. The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity, and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking. Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skill ranks may be used without the +20 DC modifier. Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, modern electronics, or even simple combustion engines, are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers.
  3. Hex Alternate Identity: Leonard "Len" Kepler Base of Operations: Emerald City Concept: Superhero Wizard Table of Contents Allies & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Powers & Skills Timeline Allies & Enemies Allies Briana Whitethorne An old-school, broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling witch. She likes to tell people to "Grasp my rod!" She claims it never gets old. She learned about Len's magical talent at the same time that Eris did. She fought off Eris's minions, and took Len as her apprentice and sidekick for twelve years, teaching him everything he knows. At the start of 2019, she told Len she was leaving, though she didn't say why, where she was going, or how long she would be gone. She gave her pocket universe and its contents to him as a "graduation present." Her current whereabouts are unknown. Mr. Hewitt The ghost of an Englishman who serves as the butler of Len's pocket dimension. He served Briana Whitethorne, and when ownership of the "manse" changed hands, he decided to stay on. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Enemies Eris Also known as "Discordia," the goddess of chaos from the Greco-Roman pantheon. When she became aware of Len and his talent, she sent her minions to recruit him, so that she might use him to sow more chaos in the mortal world. Briana Whitethorne intercepted her minions and fought them off. In the dozen years since, her minions have clashed with Briana and Len several more times, either when she made a renewed effort to recruit him, or when they became aware of one of her schemes and foiled it. Eris is bitter, petty, and jealous at the best of times. She never lets go of a grudge or a slight. Her minions have a habit of showing up at the worst possible time for people like Len. Costume & Appearance Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. Current Role & Hooks Hex is based primarily in Emerald City, but he's perfectly willing to lend a hand elsewhere if needed. Conventional long-distance travel is a hassle for him, but he has ways of mitigating that. He's best suited to deal with magical and supernatural threats to the city, but he's powerful enough to hold his own against most super-powered menaces. He conducts regular divination rituals in order to figure out where and when he'll be needed, so there's an excuse for him to show up just about anywhere at any time. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. Design Notes Hex started out as a (probably joking) challenge from AvengerAssembled for me to "Just make and play a nice guy." Obviously, both Hex and the nature of his magic draw heavy influence from Arcanum: Of Steamworks & Magick Obscura, Dungeons & Dragons, and The Dresden Files. I justify the D&D-ness of it all by telling myself that Freedom City imported a lot of the "D&D paradigm" into their setting, since M&M is ultimately a D&D spinoff anyway. The whole idea of making magic less chaotic by "locking it down" in runes enchanting items is something I read in both R.A. Salvatore's D&D novels and the Dwarf Codexes for Warhammer, and I'm honestly not sure which one of them was stealing from the other. Hex's appearance and a lot of his personality are based on Jason Chorde, one of the core cast members of the long-running webcomic Something Positive. He's also a sort of gender-flipped Mercy from Overwatch, if her abilities came from magic instead of super-science, and if she also had Winston's barrier projector, or Brigitte's or Reinhart's shield. If you want to know exactly what Hex's mentor, Briana Whitethorne, looks and sounds like, then watch Anne Bancroft's portrayal of Mrs. Kennsinger in the movie Malice. From his name to his costume to the manifestations of his powers, Hex obviously has a heavy numerological motif. The name "Hex" has a double meaning, since it's both the Greek word for the number 6, and a Germanic term for magical spells or curses, and the "witches" who cast them. Hex's whole schtick is bringing order out of chaos, and both the number 6 and the hexagonal shape are both often used as symbols of order and organization. The number 6 is significant in mathematics for several reasons, such as being the smallest number divisible by both 2 and 3, and the smallest "perfect number." 6 is also the atomic number of carbon, a fundamental element in chemistry, biology, and technology, and carbon atoms and molecules form hexagonal shapes; it is that structure which gives substances such as diamond their strength. In the animal world, one has only to look to the honeycomb structure of beehives to see these principles manifest. Trivia "Leonard Kepler" is a homage to two great scientists and mathematicians from real-world history, Leonardo DaVinci and Johannes Kepler, two people who, in their own way, helped bring a great deal of order out of chaos. Hex's mentor, "Briana Whitethorne," is named for "Briana" and "Whitethorn," my mother's first two AD&D PCs, both wizards. Mr. Hewitt is named for Christopher Hewett, the actor who portrayed the eponymous protagonist on the sitcom Mr. Belvedere. Hex's barge home is a homage to Duncan MacLeod's barge from the first couple seasons of Highlander. Hex began his magical tutelage at age eleven, the same age as first-year students at Hogwarts in Harry Potter. Headquarters The exterior of Hex's headquarters is a small "barge house," a trailer home sitting on a flat-bottom boat used for towing cargo up and down rivers, little more than a raft with a motor attached. The motor isn't functional. It's just for show. There are runes carved into the bottom of the barge, which Hex uses to summon a water elemental when he needs to move the barge. The door to the trailer is surrounded by invisible runes. Anyone who opens the door without knowing and activating those runes opens the door to a normal trailer home. When the door runes are activated, the outer door opens into a pocket dimension containing a large mansion. The amenities include Briana Whitethorne's extensive library, which includes many occult texts, and her workshops, stocked with tools and materials for a wide variety of crafts, mundane and supernatural, as well as a scrying mirror which Hex can use to turn any reflective surface in Emerald City into a window, through which he can see, hear, and communicate with people on the other side. The walls of the manse are etched with translation runes, which allow all within the manse to communicate freely with each other. A few doors in the manse lead to unfinished rooms, which only partially exist. After more than twelve years in residence, there are still some rooms Hex has never entered. One room of the manse contains a standing portal to the Elemental Realms. Spirits from those realms, usually a few dozen at any one time, use that portal to gain entry to the manse, which they then work to maintain and defend. Their efforts are organized by the butler, Mr. Hewitt (see "Allies" above). The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a normal person. Most of them take the forms of animals, such as dogs and birds. The spirits are not slaves; they can use the portal freely to return to their home dimension at any time. Mr. Hewitt is the only spirit who occupies the manse on a permanent basis. The elementals are a transient population. In order to enter the estate, the elementals must accept a voluntary geas which, for the duration of their stay, imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the fire spirits are usually provided with combustible materials, while the water spirits are usually provided with open flames for them to quench. History Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, a witch who intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. Personal Life Len doesn't have much of a personal life yet, but he's working on it. The nature of his magic cuts him off from much of the modern human world, but he bridges the gap where he can. He tries to get out of his "house" for recreational purposes once or twice a week, even if it just means taking his guitar to a park or his book to a coffee shop (one of the rare ones without wi-fi, for obvious reasons) when he could more easily stay at home. Personality & Motivation In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. Powers & Skills Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. Timeline 1995 Leonard "Len" Kepler is born in rural Oregon, and raised in Emerald City. 2003-2006 Len's magical talent beings to manifest. 2006 Eris tries to recruit Len as a minion. The witch Briana Whitethorne foils that attempt. Len begins his apprenticeship with Briana Whitethorne. 2006-2018 Briana and Len travel throughout the multiverse and time and space, righting wrongs and saving people. They run afoul of Eris's minions several times. 2018 Briana declares Len's apprenticeship to be at an end, proclaiming him "a wizard in his own right." She passes ownership of her pocket dimension mansion to him as a "graduation present." 2019 By Summer's End (IN PROGRESS): Hex meets with a dragon on behalf of some Emerald City cryptids. Down In The Underground (IN PROGRESS): Hex attends a gathering of wizards in honor of Earth-Prime's new Master Mage, Phantom.
  4. In Brief: Jason Chorde + Non-Snarky Harry Dresden + Gender-flipped Witch-skin Mercy with Winston's barrier projector Character: Hex Power Level: 12 (Built as PL9) Tradeoffs: None Power Points: 185/187 PP Unspent Points: 2 Alternate Identity: Leonard "Len" Kepler Identity: Secret Legal Status: USA citizen with no criminal record Birthplace: By the side of a county road in rural Oregon, USA Base of Operations: Emerald City, Oregon/Washington, USA Residence: A small house-barge moored on the Southern Shore Occupation: Wizard Affiliations: Briana Whitethorne (Mentor), Mr. Hewitt (Ghost Butler), Various Elemental Spirits who maintain and defend his headquarters Family: Mother, Father, Two Younger Siblings (A set of fraternal twins, Brother and Sister), Various extended family members DESCRIPTION Age: 24 (Date of Birth: 1995) Apparent Age: 24 Gender: Male Ethnicity: Caucasian American mutt of mixed ancestry, including, but not limited to, Anglo-Saxon, Germanic, and Scandinavian Height: 6’4" Weight: 285 lbs. Hair: Blond Eyes: Green (Gold when using magic) Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. HISTORY Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, an old-school broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling ("Hey, grasp my rod! Hah!") witch. Briana intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. PERSONALITY & MOTIVATION In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. When he's not saving the world, or researching new ways to save the world, he likes to curl up with a cup of coffee and a good book, or sing and play on his guitar (at which he's middling, at best). He's a regular at one of the rare local coffee houses that doesn't have wi-fi, for obvious reasons. POWERS & TACTICS Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. COMPLICATIONS Disruption: There is no such thing as perfect order. Some chaos always slips out. Every system, no matter how efficient, wastes some energy. If Hex fails a Concentration check to maintain a power, then in addition to letting the power switch off, the GM can give him a Hero Point in exchange for declaring that he has lost control of his magic; it "misfires" in some way that causes something bad to happen. (Based on the drawback introduced in The Book of Magic.) Enemy (Eris): Eris still hasn't forgotten the boy who spurned her. Her minions clashed with Briana and Len several times during Len's apprenticeship. And now that the boy is a man, Briana isn't around to protect him anymore. The GM can give him a Hero Point in exchange for Eris or her minions or pawns attacking or otherwise disrupting him at the worst possible times. Honor: Some villains are going to escape or gain some sort of advantage because Hex will be too busy helping an innocent bystander to stop them. Other villains are going to get surprise attacks on Hex because they offered a phony surrender or begged for mercy and he relented. Obligations (Family, Mentor): If Briana or his family call for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Prejudice: While out on the town, Len disguises himself as just another hipster, and for better or for worse, a lot of people are going to treat him as such. The GM can give him a Hero Point in exchange for a penalty or automatic failure on a Diplomacy check if the NPC hates what they think Len represents. Rivalry (Siblings): Len's siblings have been justifiably jealous of his awesome magical life at several points during their emotional development, and others could potentially play on that jealousy, either to gain information about him, or even to enlist direct aid in harming him. Even if one of them had to be mind-controlled into betraying him, they would suffer a penalty to resist that mind control effect, since it would play on their existing darkest desires. Secret (Identity): Len has a loving local family, and any adversaries who learned about his double life could threaten or harm them. Walking Techbane: The type of magic Hex uses is fundamentally incompatible with technology. His magic comes from Chaos, and Technology is an application of Order. Technology uses the existing laws of physics to perform tasks, while his magic changes and distorts the local laws of physics. The use of his magic, and sometimes merely his presence, causes Reality to fight with itself, and the outcome is never certain. For Hex, using magic in the vicinity of machines is like shoving his hand into the innards of an active engine. It's possible that his hand will be fine, but that the engine parts will break or slip out of place, bringing the whole thing grinding to a halt. It's also possible that his hand will be shredded but the engine will go on running without noticing. Or it's possible that his hand will be shredded and the engine will break. Any time Hex uses his magic near a machine (the GM can decide what "near" means), the GM can give him a Hero Point in exchange for inflicting one or more of the following consequences: Hex's effective power rank is reduced. Hex's power effect just fails. Hex suffers Damage, or some other Attack power effect. One or more nearby machines malfunctions, shuts off, surges, shorts out, and/or breaks. Hex hits one or more nearby machines with an Uncontrolled Nullify effect, and/or an Uncontrolled Damage or Disintegrate effect, effectively Linked to whatever power he was using, possibly with the Side-Effect flaw (so that he will suffer Damage or some other Attack power effect if the machines make their saving throws). ABILITIES 36PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +0 (+0 Dex) Attack: +4, +8 Magic Staff Grapple: +8 (+4 Melee Attack, +4 Str) Defense: +8/+4 (+4 Base, +4 Magic Robes), +4/+2 Flat-Footed Toughness: +10/+4 (+4 Con, +6 Force Field) Knockback Resistance: 5/2 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Staff Strike Touch +5ft DC21 Toughness (Staged) Damage (Physical) Staff Strike (Blue Aura) Touch +5ft DC19 Fortitude (Harmless) Healing + Boost Staff Strike (Gold Aura) Touch +5ft Opposed Trip vs +10 Prone + Knockback DC25 Toughness (Staged) Damage (Energy) Staff Strike (Red Aura) Touch +5ft DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Staff Strike (Violet Aura) Touch +5ft DC20 Will (Staged) Drain Wisdom DC25 Will (Staged) Damage (Energy) Force Construct (Dropped) Touch* DC19 Reflex Avoided DC24 Toughness (Staged) Damage (Energy) Force Construct (Trap) Touch DC19 Reflex Trapped inside object Finding Spell 200 miles DC19 Will Limited ESP Element/Energy Spells Perception DC11 Fortitude (Staged) Drain Toughness DC16 Toughness (Staged) Damage (Any “Magic”) Telekinesis Perception/Area Opposed Grapple vs +1 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Dimensional Pocket Touch/Grapple DC16 Reflex Trapped inside pocket dimension *The force constructs can only be created at Touch-range, but if he were flying or otherwise elevated, he could potentially create one in mid-air and then drop it onto one or more enemies. SAVING THROWS 15PP Fortitude: +8 (+4 Con, +4PP) Reflex: +8/+4 (+0 Dex, +4 Magic Robes, +4PP) Will: +10 (+3 Wis, +7PP) SKILLS 108R = 27PP Concentration 10 (+13) Craft (Artistic) 12 (+15) Craft (Structural) 12 (+15) Diplomacy 11 (+15) Knowledge (Arcane Lore) 17 (+20) Knowledge (Cosmology) 7 (+10) Knowledge (History) 7 (+10) Knowledge (Theology/Philosophy) 7 (+10) Languages 2 (Atlantean, English [Native], Lemurian) Notice 7 (+10) Perform (Singing) 1 (+5) Perform (Stringed Instruments) 1 (+5) Search 7 (+10) Sense Motive 7 (+10) FEATS 5PP Artificer Attack Specialization (Magic Staff) Equipment 8 (40EP)Veteran Reward Interpose Ritualist Trance EQUIPMENT 8PP = 38/40EP Acoustic Guitar [1EP] Masterwork Chalk & Rune Stones [1EP] Masterwork Compass [1EP] Fixed-Gear Bicycle (Vehicle) [6EP] Size: Medium [0EP] Defense: 0 (DC10) [0EP] Toughness: 6 [1EP] Strength: 20 (Medium Load: 266 lbs.) [2EP] Powers: [3EP] Features 1 (Marked with a magic rune) [1EP] Speed 2 (25MPH) [2EP] Pocket Dimension Inside A Barge House (PL12 HQ) [29EP] On the outside, a small trailer home sitting on a flat-bottom boat, little more than a raft with a motor attached. On the inside, a mansion. The interior structure is maintained and defended by a few dozen elemental spirits, organized by Mr. Hewitt, the ghost butler who served Briana Whitethorne and decided to remain with the estate when it changed hands. One room contains a standing portal to the Elemental Realms. The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a person. Most of them take the forms of animals, such as dogs and birds. The spirits can use that portal freely to return to their home dimension at any time; they are not slaves. However, in order to enter the estate from the Elemental Realms, they must accept a voluntary geas which imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse for as long as they choose to occupy it, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the water spirits are usually provided with fire for them to quench. Mr. Hewitt is the ghost of an Englishman. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Size: Diminutive Exterior / Large Interior [2EP] Toughness: 10 [1EP] Features: [26EP] Defense System 4 (Damage, Snare, Suffocate, Trip) (Spirits) Dimensional Portal (Elemental Realms of Air, Earth, Fire, & Water) Dual Size Fire Prevention System (Spirits) Greenhouse Holding Cells 2 (Toughness 15, Nullify) Library 2 (Masterwork) Living Space Personnel (Spirits) Pool Powers 2 (36/48PP) Comprehend 3 (Languages 2 [Speak Any/All Simultaneously], Spirits, Extras: Affects Others, Area [General, Stationary, Burst], Flaws: Limited [Others], Feats: Progression [Area Size] 4 [100ft/rank = 300ft radius]) [13PP] (Translation Runes) Communication 7 (Range: 200 miles, Sense Type: Mental, Extras: Area, Linked [ESP], Flaws: Limited [One-Way], Medium [Reflective Surfaces], Feats: Dimensional [Earth-Prime], Selective) [6PP] (Scrying Mirror) ESP 7 (Range: 200 miles, Sense Types: Auditory + Visual, Extras: Duration [Sustained], Simultaneous, Flaws: Action 2 [Full], Medium [Reflective Surfaces]) [14PP] When Hex uses the mirror, every reflective surface within the area becomes a potential window through which he can see and hear. If an intelligent creature is near one of those surfaces, Hex can communicate with them telepathically. They will see his image in the mirror, and hear his voice as if he were speaking to them, but it's all in their mind. They will have to speak or write to reply, so any other observers will see or hear them normally, but those other observers will only catch a glimpse of Hex in the mirror and hear his voice if they make a DC17 Notice check. Features 1 (Temporal Inertia) [1PP] (Pocket Dimension Outside of Space and Time) Swimming 2 (5MPH) [2EP] The physical motor attached to the rear of the barge doesn't work. It's just for show. When Hex needs to move the barge, he activates runes etched into the underside to summon a water elemental. Sealed (Defensive Runes) Security System 2 (DC25) (Defensive Runes) Self-Repairing (Spirits) Think-Tank (Spirits) Workshop 4 (Mundane Crafts, Magical Inventions, Both Masterwork) 1 + 1 + 1 + 6 + 29 = 38EP POWERS 86PP Devices 11 (55PP Container [Passive, Permanent], Flaws: Hard-To-Lose, Feats: Quick Change [Transforms into normal clothes and accessories as a Free Action], Restricted [Magic users]) [46PP] Magic Robes: [28PP] (Transforms into normal clothing) Enhanced Defense 4 (Extras: Linked [Enhanced Reflex, Force Field, Immunity]) [8PP] ("Abbridon’s Aegis") Enhanced Reflex 4 (Extras: Linked [Enhanced Defense, Force Field, Immunity]) [4PP] Force Field 6 (Extras: Linked [Enhanced Defense, Enhanced Reflex, Immunity], Feats: Selective) [7PP] Immunity 2 (Critical Hits, Extras: Force Field [Free Action, Sustained Duration], Linked [Enhanced Defense, Enhanced Reflex, Force Field], Flaws: Unreliable [50%]) [1PP] Flight 3 (50MPH / 500ft per Move Action) [6PP] ("Abbridon’s Wings") Immunity 2 (Environmental Cold, Environmental Heat) [2PP] ("Abbridon's Succor") Magic Bracer: [14PP] (Transforms into a wristwatch) Create Object 9 (Max Volume: 9 cubes, Max Toughness: 9, Lifting Strength: 45 [Heavy Load: 6 tons], Extras: Linked [Environment Control], Flaws: Range [Touch], Feats: Progression [Max Volume] 1 [10ft cubes], Selective, Stationary, Tether) [13PP] (Force Constructs, "Abbridon’s Aegis") Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Linked [Create Object], Flaws: Range [Touch]) [1PP] (Glowing Force Constructs, "Abbridon's Lantern") Magic Goggles: [13PP] (Transforms into a pair of glasses) Comprehend 1 (Languages 1 [Read Any]) [2PP] ("Eyes of Ios") Super-Senses 4 (All Visual-type senses, Extras: Counters Concealment, Counters Illusion) [4PP] ("Eyes of Ios") Super-Senses 10 (Magic Awareness, Descriptor Frequency: Very Common, Sense Type: Visual [Default: Accurate, Acute, Ranged], Extras: Counters Obscure ["Darkness" Descriptor], Penetrates Concealment, Tracking, Flaws: Limited [Counters Obscure only works for an individual sense, the Magic Awareness, not the entire Visual sense type], Drawbacks: Power Loss [Penetrates Concealment cannot penetrate Lead, Frequency: Uncommon]) [8PP] (Magic Aura Vision, "Eyes of Ios") Vulnerability (Visual Sensory effects, while Super-Senses are active, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Device 7 (35PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Restricted [All powers except the Staff Strike are restricted to Magic users]) [22PP] (Magic Staff) Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [3PP] ("Abbridon's Lantern") Magic Staff 14 (28PP Array, Feats: Alternate Power 4) [32PP] Base Power: [5PP] (Staff Strike) Damage 2 (Feats: Accurate, Extended Reach [10ft], Mighty) [5PP] Alternate Power: [28PP] (Azure Aura, "Abbridon’s Healing Touch") Healing 9 (Extras: Action [Standard], Restorative, Flaws: Limited [Others], Feats: Extended Reach [10ft]) [28PP] Alternate Power: [28PP] (Golden Aura, "Abbridon's Rebuke") Damage 6 (Extras: Linked [Trip], Feats: Accurate, Extended Reach [10ft], Knockback 8 [Effective Damage 18], Mighty) [17PP] Trip 10 (Extras: Knockback, Linked [Damage], Flaws: Range [Touch], Feats: Improved Throw) [11PP] Alternate Power: [28PP] (Violet Aura, "Ghost Strike," "Soul Strike," "Abbridon’s Judgement") Drain Wisdom 10 (Extras: Alternate Save [Will], Linked [Damage], Feats: Accurate, Extended Reach [10ft], Drawbacks: Full Power) [11PP] Damage 6 (Extras: Alternate Save [Will, 10 ranks], Linked [Drain], Feats: Mighty) [17PP] Alternate Power: [28PP] (Crimson Aura, "Jaws of Vhoka The Devourer") Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Feats: Accurate, Extended Reach [10ft], Incurable, Drawbacks: Full Power) [22PP] Damage 6 (Extras: Linked [Drain], Feats: Mighty, Drawbacks: Lethal) [6PP] Magic 5 (10PP Array, Feats: Alternate Power 8) [18PP] Base Power: [10PP] (Channeling Raw Magical Energy, Chaos Magic, "Flames of Phoros") Drain Toughness 9 (Extras: Affects Objects, Area [General, Burst, 45ft radius], Linked [Damage, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage], Drawbacks: Full Power) [2PP] Damage 9 (Extras: Area [General, Burst, 45ft radius], Linked [Drain, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage]) [3PP] Nullify 9 (All “Technology” effects, Extras: Area [General, Burst, 45ft radius], Linked [Damage, Drain], Flaws: Distracting, Range [Touch], Side-Effect [Damage]) [5PP] Alternate Power: [10PP] (Conjuring Spells, "Weyan’s Wheel of Workings") Create Object 1 (Max Volume: 1 5ft cube, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Range [Perception], Feats: Innate, Precise, Progression [Object Toughness] 5 [Max Toughness: 6], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Element/Energy Control Spells) Drain Toughness 1 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception], Feats: Precise, Subtle, Variable Descriptor 2 [Any "Magic"], Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [6PP] Damage 1 (Extras: Linked [Drain], Range 2 [Perception]) [3PP] Alternate Power: [10PP] (Dimensional Magic, "Ahgrazul’s Vault") Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting], Flaws: Medium [Existing pockets and containers], Requires Grapple, Feats: Progression [Cargo] 8 [25 tons], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Force Magic, Telekinesis, "Hands of Lamal") Move Object 1 (Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Area [General, Burst], Damaging, Range [Perception], Selective, Feats: Precise, Progression [Area Size] 4 [100ft/rank = 100ft radius], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Divination Magic, Rune-Casting Ritual) Super-Senses 8 (Postcognition, Precognition, Extras: Simultaneous, Drawbacks: Action 4 [1 minute], Noticeable, Power Loss 2 [When unable to conduct ritual, draw an elaborate circle on the ground, and/or when deprived of specially prepared rune stones, Frequency: Common]) [9PP] Alternate Power: [10PP] (Divination Magic, Finding Spell) Telelocation 7 (Range: 200 miles, Extras: Duration [Sustained, Lasting], Flaws: Limited [Only learns the target's direction relative to him, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance], Feats: Progression [Counter Rank / Saving Throw] 2 [Rank 9 / DC19], Rapid 8 [x100,000,000, Take 20 to Search maximum area in less than a second as a Free Action], Drawbacks: Action [1 minute], Noticeable, Power Loss 2 [When target is hidden behind a lead barrier, or when deprived of specially prepared compass, Frequency: Common]) [10PP] Alternate Power: [10PP] (Dimensional Magic, Folding Space, Teleportation, "Gates of Ios") Teleport 4 (Range: 1 mile, Extras: Accurate, Portal [Duration: Concentration], Flaws: Action [Move Action to open portal], Distracting [Flat-Footed on any round when he opens or maintains a portal], Medium [Existing Doors], Feats: Change Direction, Dimensional [Between Earth-Prime and Pocket Dimension HQ], Progression [Portal Size] 1 [10ft x 10ft], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Transmutation Spells) Transform 1 (Any Inanimate Object Into Any Other Inanimate Object, Extras: Duration [Continuous, Lasting], Range [Perception], Feats: Progression [Mass] 3 [10 lbs.], Precise, Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Examples of "Minor Transmutation Spells": Transform locked objects into unlocked objects. Transform broken/torn objects into repaired/mended objects. Transform dirty objects into clean objects. Transform wet objects into dry objects. Change the temperature of an object, to hot, cold, or lukewarm. Heat up food. Chill a drink. Change the taste of food or drink by transforming it into a differently-seasoned version of itself. Change the color of an object. Inscribe text onto an object, or erase text from an object. Abilities (36) + Combat (16) + Saving Throws (15) + Skills (27) + Feats (5) + Powers (86) - Drawbacks (0) = 185/187 Power Points
  5. Friday, October 26th 2018, concurrent with Let's Fall in Like Athletic Field The Autumn Dance was still thrumming away in the Auditorium, Astrid's raucous guitar roaring and screaming into the night, as two of Claremont Academy's magically-inclined students went out on an impromptu ghost-hunt. "I believe it to be here." Dio stabbed at the ground with his powerful tail, the junior hierophant having prowled and sniffed at the baseball diamond for a good minute after they'd arrived "But my skills for divining secret tunnels are...they're not very good." Cocking a head at Nicole Whitfield-Hall, AKA the teen runesmith Salvo, wielder of the mighty battle suit known as Bellios, the young green dragon asked "Can you see anything? You've got several different kinds of sensors, if I remember rightly. The book didn't mention anything about any security, but fair enough to guess Summers wouldn't want just anyone prying about. That at least is familiar, the obsession with secrets." Sitting on his haunches, the reptile gazed about the school grounds. "It's difficult to believe that this is Earth. It looks, feels and smells so different from the Earth I know." The Academy grounds were eerily quiet and deserted. A few lights were on in the dormitories, but most of the students were dancing or partying elsewhere. A cold, sharp wind blew in from the sea, carrying with it salt and a rattling in the branches of the towering oak trees that loomed high above the pair. In greener months, the oaks were a comforting, reliable presence. But now they stood like eruptions of bone in the harsh, distant electric lights lining the walkways.
  6. This is mainly Ecalsneerg and I's thing, but I feel a few extra eyes can't hurt. Aiam addendum: This is what I sent as an initial suggestion to Ecal, none of this is his work, all blame falls on my shoulders. Basic overview: The Pact was created in the First Century CE by Simon Magus, that era's Master Mage. Before the Pact the gods walked freely on Earth and all too often victimized or manipulated mortals. Simon Magus ensured that divine and infernal forces would need human permission to enter the Earth's dimensions, changing the fundamental structure of the Omniverse to do it. Attempting to break through the metaphysical barrier would destroy the would-be invader and, if they held the monumental power of a god, the mortal world itself. Ever since then the Pact has protected the Earth and its inhabitants from unasked-for intrusion by outside powers. The gods have no desire to lose their followers and they have an inventive to protect the Earth from other forces. Even the ill-intentioned ones, like Baron Kriminel, Loki or Hades need mortal permission to do real harm. In game terms, it limits outsiders to roughly PL15 at maximum and requires very specific circumstances for PLX characters from other dimensions to appear in threads. Who it applies to: Gods, demons, their otherworldly servants, spirits, the Djinn and the Fairy Folk all rely on human say-so to be physically present in the mortal world. In game terms, any kind of other dimension whose inhabitants have a Magic, Divine or Infernal main theme and power descriptor is affected by the Pact. How to get around it: Gods that use spiritual possession, like the Loa of Voodoo, can simply transfer their power to a willing mortal recipient. Certain artifacts, like the Ankh of Horus, can be used as conduits of otherworldly might that bring not just the power of the entity but their consciousness as well. Mortal supplicants can perform rituals or make prayers that, if explicitly enabling the named being to enter their world, opens the way for that specific being or group of beings. Portals, dimensional conjunctions and explosions of energy that tear down the barrier between worlds are also known exceptions. But these are rare, often dangerous, hard to replicate and even if successful can have adverse side-effects. The beings can choose to leave most of their power in their home dimension. This both poses no risk when colliding with the Pact's barrier and makes the resulting intruder easier to negotiate with or defend against. A recent example is Sekhmet the Lady of Slaughter. Finally, the children of otherworldly beings pose a unique challenge to the Pact: they have access to great power, and some can even become gods themselves, but are usually mortals or else very like them. Most often these children remain either on Earth or in their non-human parent's home dimension. In game terms, you can't be a god, but you can have their powers, their attitude and be related to them. The Pact on other worlds: Some Earths never had a Simon Magus, the conditions under which the Pact was created, or it was undone by another Master Mage or a corrupted Dark Lord who wished to commune more easily with their otherworldly allies. In these cases a god can manifest physically and at full power. But if they wish to travel to an Earth that is protected by the Pact, then they must gain permission to do so. In game terms, you can play otherworldly-focused characters from other universes, but the rules of the Pact still apply so long as you're in Earth-Prime.
  7. Dreaming Deep Far beneath the surface, under and dimensions away from the Earth, sleeps a crab-like monster little bigger than a puppy. It lies nestled in the arms of two people who love it more dearly than its own kind ever could, and its mind resides almost wholly in the Dream Dimension. Around them, for hundreds of thousands of miles, is the dream-self that those unfortunate to meet it in their nightmares have seen, a Nameless One little more horrible and soul-shattering than the Unspeakable One itself. The monster doesn't know how or why it came to Earth-Prime, it only understands that all and everything that is not itself is terrible and strong. But the people, a Chinook couple from centuries ago, found and were kind to the strangely timid extradimensional thing. Both mystically gifted, they understood the danger it presented and took it into Sub-Terra. There they could sleep eternally, guiding the horror from its nightmares and into peace. But they never anticipated the creation of the Emerald Cities, the desires of millions over the years that called to the Dreaming Deep and drew its drifting thoughts up into the humming astral hive of humanity. Feeding it with longing and dread until the little thing now dwarfs the Earth it cowers within. Now the Nameless One slowly intermingles with the people of the city, reaching into the minds of those with unusually potent hopes or fears and making them come true. These threads are becoming a rope that will pull the Dreaming Deep out into the waking world and the Emerald Cities into the shadow of the Dream Dimension where nothing will be impossible. The former Dragoneye Zhi was aware of this, but kept it secret in the foolish hope that he could use it as a status boost and leverage against the rest of the Chamber. With him dead, and no Dragoneye or local mage with the power of Ghorumazz to cast out the invader, the people of the Emerald Cities are entirely at the mercy of the monster. The couple know about the danger, but can't do much more than send their own dreams out into the upper world and search for a way to warn someone of the coming disaster. Kale-Kalakala searches the northern shore of the Columbia while her husband Pilpil-Piah combs the south. Children of Dreams, the Monsters Most people in the area of the Atlas Range have a similar recurring nightmare of going deep under ground into suffocating darkness. Most of them wake up when it starts, but a few fail to or manage to press on and that brings them into the world-warping presence of the Dreaming Deep. Nobody who gets that far wakes up unchanged, some mentally and others physically or spiritually. The horror from beyond the void lashes out at these terrifying visitors and in the material world that often translates into bodily transformation. Most people who get altered aren't really different from how they were before, but the shock of their new, monstrous form and countless eons of expectations that anything so hideous as they often turn out must be evil has severe consequences. They usually run from their old lives into the wilderness, where many of them meet and join one of the Cryptid Clans around the Columbia River delta. They are most comfortable with the wide-ranging and diverse Wood Clan. Unlike their new brethren, however, even other Changed Ones, they feel their very existence is intrinsically evil. Ironically, this is because of the Dreaming Deep's own biases and fears, but the result is that the Monsters(as they insist they be called) believe they are so because they were always evil, and that the Dream just made them on the outside what they were on the inside. Monsters can look like practically anything, even nearly-normal people, though most meld the traits of various animals with bizarre supernatural gifts. Like their shaper, all of them can inhabit the dreams of others, and some use this to travel unseen through civilization. They tend to push others in their Clan to abandon any vestiges of humanity and are often responsible for attacks and disappearances of people in the mountains, forests and water around the Emerald Cities. However, some reject this and try to use their new forms and preternatural powers to protect humans from danger or from other Monsters. Either way they have few friends, even among the accepting Wood Clan and Unhumans. _________________________________________________________________ [OOC] All Monster characters, in addition to their other traits, have the Power Super-Movement 1(Dimensional(Dream Dimension))[2PP]
  8. OOC thread for rolls and resolutions for thread. Weird times in Small Town, Arizona, U.S.A. Nick, Equinox and Pitch investigate!
  9. GM June 12th, 2014, 4.45 PM, Half-Moon Summit Park, west Springsvale, Arizona "Found it like this. Last week." said Jane Aqui as she climbed out of the truck, the middle-aged park ranger tilting her broad brown hat a little farther from her eyes, the better to squint at the ungainly, smelly heap in front of her. She'd kept a polite few feet from the new arrivals since first meeting them, the odd crew seeming to get a little more awe even than the usual outside the world's super-capital. Even the evidently taciturn Jane had dug a little deeper than the usual "Can you really do magic?" that seemed to come up every time they were recognized. Which admittedly had been twice. Springsvale wasn't much. At the best of times, and especially when perched a few hundred feet above the valley the town stood in, it was compact and industrious, a collection of pale houses, a brightly-painted school and dark warehouses, offices and factories hugging miles of the scrub-rich eastern bank by a small, fast-running, very blue river, the town's dusty road running south to the I-15 highway only a few miles distant. A few bits of suburbia spilled away from the river, looking very much like fingers on some skeletal hand. Somewhere behind them, far out of sight past the hills, lurked the rugged Grand Canyon's eastern end. Far below, another truck pulled into town, one of dozens they'd seen since getting to Springsvale forty-seven minutes ago. Small ponds and rivlets spilled away from the main Springwater, but beside those distractions it ran as direct as compass point. They weren't there for the sights, though. At least, not the natural, or man-made ones. They had been called here to deal with the giant snake lying in a dead, mouldering heap in front of them, surrounded by sickly-glowing runes. A small camp of white tents had sprung up in another clearing about 50 yards away, from Phoenix University judging by the emblem a few of the laughing, chatting twenty-somethings and dignified-looking elders sported, and the comically grand white-red flag. The heat and wind hadn't been kind to the corpse, it was bleached enough to disguise whatever color it had been before, and was now a feeble yellow-brown. It was lying on its back, belly cut open and resting a gaping, sunken head on its coils. It was already sagging from decay. They had been able to smell it long before they saw it. Ranger Aqui cleared her throat "Gathered you folks knew about this...kind of thing. Heard it from those kids who do that show about the town. It's not normally that strange. 'Least not giant-snake-strange." She turned her squint to the ghoulishly-painted necromancer, the robed witch, and the biker-looking woman with the stick "So..." her squint turned quizzically to the deceased serpentine object of their distress "...what's this mean?"
  10. GM An abandoned hotel on lantern Hill, Freedom City, Earth 2014, June 12th, 12.02 PM It had started small, like most problems do. Something that caught the eye, but easily dismissed as a trick of the light, hazy memory, or the work of an over-active imagination. Then it got bigger, more clear, harder to ignore. Maybe window shivered like rubber, someone's faced changed in the flicker of a second, something you knew you'd seen, maybe you heard the asphalt speak to you. That was when the first suspicions arose. Then Eldrich appeared, in full view of the public, warning the world about an encroaching, overpowering evil that needed to be destroyed He swore to uphold his duty as Master Mage and die, if necessary, to save all. Gathering a band of other heroes, he and they departed to battle the new threat. That was a month ago. But the inklings didn't stop. They grew. They weren't frequent, and almost none could detect them, but those who beheld had no doubts any more that something was very wrong. Now, three of bustling Freedom City's heroes have gathered in a secluded place, a broken-down old hotel on the far side of stately and severe Lantern Hill, to discuss their discoveries and determine what, if anything, can be done about this mystery,
  11. What: Master Mage Adrian Eldrich, in a ludicrous display, loses one of his manifold off-screen battles with monstrous, mystical madmen from beyond the veil! Not only is he conquered, but his body is turned into a facile puppet and his soul enslaved! Said conqueror(their identity unknown) promptly rolls into the World of Freedom, seizing the mystic reins unseen and and directing the dimension's very essence into one more suited to their will. They masquerade as the good-hearted magus to the rest of the dimension, but bit by bit, enough pieces fall out of alignment(weird things happening to physics when 'Eldrich' is supposedly fighting otherwordly beings; powers, people, places or memories altering at seeming random for the smallest fractions of seconds), enough clues are found by the wary or specially-attuned, for a smattering of Earth's denizens to realize something is very wrong. And that larger changes are soon to come. The thread starts with the rebels first banding together and pooling their discoveries, in conjunction with a rare public address by 'Eldrich'... Who: 3-5 PCs, PL open, no theme necessary. Alternate takes on said PCs welcomed. How: That's largely up to the players once they've gotten a game plan. Taking the fight to the Dark Lord, gathering support and power by public words and deeds, seeking aid from beyond Earth or the physical world, even pretending to ally themselves with the two-faced sorcerer, the options are all open. Depending on how play goes, it can skew anywhere from being a massive brawl against the forces of world-warping evil, a subtler, skill-focused game or anything in between or outside those boundaries.
  12. Out-of-character discussion and resolution thread, compatriot of thread where Babybrawler, Equinox and Foreshadow II deal with a little Dark Lord problem... EDIT: Note that things can have plenty of slight, flavor differences between this and the 'real' Freedom City. For instance, the location of Parkhurst.
  13. What: Mysterious happenings at a small town in southern Arizona, which overnight has somehow become a thriving mini-metropolis, lead magically-affiliated heroes to the scene. Who: 3-4 magic-affiliated heroes, any PL. How: All magical slamdowns and bizarre magic traps all the time, relatively little interaction or other Skill requirements. So yeah, already told Supercape and trollthumper the details, but if anyone would be more interested if they knew more of the 'backstory' of the thread, just ask and I'll send a PM. Think of it as Dr. Fate and Pals go to Night Vale.
  14. GM Lantern Hill, 537 Herge St. 5.06AM, Thursday, 10th October, 2013 The black knight had seemed like bad news from the start. At first it had just been Morgan's contacts in the realm of spirits earlier that week, mentioning some change in Avalon that wasn't to everyone's liking, some new contender who was trying to shake things up. Such usually raised hell for a few months then withdrew from the world stage, but this one had persisted. Even a few of the lesser Fair Folk lords and ladies gathered to their cause. Then the Order sensed a surge of power in places once associated with vanished Camelot, a surge that had erupted in a magical torrent and then flung itself across the ocean like a hunting hound. The warning they had sent to their agent Blodeuwedd in the States had been vague enough but charged with unease. Watch for someone using the old ways. So when the black knight emerged full-blown on the scene, bursting from the South River to chase down a stolen car on his magnificent black mare in the Boardwalk, it had seemed at once suspicious and too much of a coincidence to be right. At first the strange chevalier's silence was a note against him, his refusal to speak and deft avoidance of even the lightest contact with other heroes or the press something troubling. Then as he had started doing more regular heroic work, for a time all seemed at peace as the strange silent knight fought for the innocent on Lantern Hill, joining the ranks of the cities many strange heroes... ...then Crow had heard a dire warning from the grumpy dwarf who lived under the ramshackle house on 537. The dwarf was a refugee from some struggle between Avalon and the Norse gods, a good informant(if churlish) on the goings-on in the largely unknown world that lived beside Freedom City. Only half an hour ago the letter had arrived at Parkhurst, asking for the pair to meet him so he could tell them something he had learned about their new comrade-in-arms. When they arrived they had found the cramped and crammed basement all but trashed and the dwarf a still corpse on the starkly-lit floor, with a knife wound in his back. The conspicuous lack of blood somehow made it that much worse.
  15. Player Name: Elegy Character Name: Gloaming Power Level: 10 (150/157PP) Trade-Offs: None Unspent Power Points: 7 Progress To Bronze Status: 7/30 In Brief: A young mage, displaced by death and time, commanding a power between Light and Shadow. Alternate Identity: Seth Syme Identity: Public (But Not Widely Known) Birthplace: Freedom City Occupation: Sorcerer Affiliations: Presently None Family: Long Deceased Description: Age: 339 (DoB: April 22, 1674) Physical Age: 20 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 163 lbs Eyes: Glowing Orange (Originally Blue) Hair: Brown Though rather tall in his day, Seth is of average height and build in the present. Indeed, he would hardly stand out in a crowd, neither muscular nor flabby, graceful nor clumsy, handsome nor ugly, if not for his stranger features. Deep orange light burns in his eyes, glowing through the cloth patch that covers the ragged socket on the right as well as from the healthy orb on the left, the eerie luminescence of his mage sight. His chosen attire turns heads just as surely. Spandex and battlesuits are familiar heroic attire in Freedom City, but the doublet and overcoat fell out of fashion long ago and never looked back. To Seth, however, the garments are familiar and somehow comforting. Made of sturdy leather, cotton, and canvas connected with crisscrossing straps and buckles, they allow Seth considerable freedom of movement while also holding up well in battle. To others, however, they can seem alien and off-putting. Few get close enough to him to observe any of his more hidden characteristics: the rope burn scars around his neck, half concealed by his collar; the brass bracelet, engraved with twining runes that clings to his left forearm; the constant but subtle movements of his hands and lips; the fact that, beneath it all, he is still very young, and that vengefulness, regret, and determination burn beneath the fire in his one good eye. Power Descriptions: Gloaming's base of operations is the old Syme family mansion, Havenglen House, once again inhabited by a scion of the family after centuries of abandonment. Seth not only reconstructed the building but also placed powerful wards on it: intruders who get past arcane-locked doors are faced with magic missiles, ghostly chains, a crushing sense of fear or despair, and the wrath of the ghostly caretakers. The house, even larger on the inside than the sprawling manor would suggest, also contains an excellent library and workroom. Seth wears a thick brass bracelet worked with runes on his left forearm, rumored to be a creation of the Dwarves of old. The magics woven into it provide some measure of protection to his mind and body, complementing skills honed in combat. The Soul Guard turns away attacks on his will, a constant threat to any mage, while runes of warding slow and soften deadly blows. The bracelet also sustains him in even the most hostile of environments. Far more obvious is the constant glow of Seth's "Second Sight", flickering pools of deep orange that sit atop his eyes. This allows him to "see" magic itself, its concentrations and manifestations, so that demons and sorcerers cannot possibly hide from him. The association with his eyes is only a mental crutch, a way of conceptualizing a sense he was not born with. Yet with magic the figurative can have literal implications; the symbolic act of covering his sight (with, say, a blindfold) negates his Second Sight as well. Yet the greatest power Seth wields, the Dusk sorcery that lies between purifying, healing Light and corrupting, violating Dark, is also the least apparent, at least when he is at rest. In time of need, however, this cosmic power comes roaring to his side, an unbound and unaligned force to be shaped to his will. With it he can open portals across vast distances, speak and learn mind to mind, lift and move great weights with a gesture, and strike down his foes in body and soul. And each manifestation is accompanied by the tremulous orange light of Dusk... History: The struggle between Light and Dark, they say, is timeless, a battle between countless entities of unknowable power that has raged since long before even the Lemurians of old first brought forth fire to warm their cold blood. Master Mages and Dark Lords, holy bastions and Netherworlds, angels and demons; it would seem that all of creation is at war for eternity. Yet there exist those entities who remain aloof, pursuing their own ends. Aloof, but not inactive. And their power, too, is great. In the Year of Our Lord 1674, the census would show, a branch of the prosperous Syme family (one of the First Families of Virginia) would relocate north. The head of the household, wealthy tobacco merchant Samuel Syme, worried about the effects of Jamestown's miserable climate on his wife Klara, who was then heavy with child. He had spent several years preparing a new home for his future family by building a roomy estate, Havenglen House, on the outskirts of Freedom. Samuel's carefully-judged timing proved worthy; not only was his son Seth born hale and healthy, with Klara surviving her labor, but Jamestown was put to the torch by Bacon's Rebellion only two years hence. Comfortably semi-retired, with his modest sized but lucrative trading company run largely through intermediaries, Samuel set out to raise his family. Six more children followed Seth, filling Havenglen's halls with laughter and the patter of feet. Samuel and Klara gave to each child all the time and love they could muster, doing their best to raise good Christians and foster clever, productive minds. On the last of these, however, Seth continued to frustrate them. The boy was bright, but far more a dreamer than a doer. It soon became obvious that a younger sibling should take over the family business, for Seth had no head for it. To him they offered two paths: a scholar or a priest. Seth was not interested in the priesthood, but even if he had been the choice would have been clear. His love for books, for knowing, was a voracious, consuming love that caused no small amount of expense; books were difficult to come by in the colonies, especially on the sorts of esoteric subjects Seth preferred. For Seth, despite wanting for nothing that he needed, was discontent with the world. He wanted excitement, knowledge, and (most of all) control of his destiny. There was some talk of sending him to England for schooling, but little came of it. Instead he joined a small circle of young scholars meeting in taverns and private houses alike. They discussed history, philosophy, theology, and myth, spending what money they could scrape together on new books (and the occasional curio) from the Continent. Most of them were only dabblers, laughing at the idea that any of what they discussed could be real. Most, but not all of them. Because that was where he met her. Emmaline Eyre wasn't much like the others. She was wild, with an infectious energy that sent lightning racing through Seth's veins whenever she touched him. And she believed, wholeheartedly, that there was truth in the old stories. More than that, she believed there were instructions. She bore the mockery of the others with fierce pride, and a combination of attraction, admiration, and fascination left Seth falling head over heels for her. It only intensified when she showed him that she was right. She cast a spell before his very eyes, and when the panic subsided the hunger for knowledge rumbled again. Bit by bit, morsel by morsel, she taught him, and as they drew closer he withdrew from all else. With her guidance he opened his mind and felt, for the first time, as magic flowed across his perception like the wind, sometimes gentle and sometimes fierce. All he had to do to ride it was to craft a sail. But that proved more difficult. Seth was not a man of incredible willpower, guile, or force of personality; he could not simply demand control and expect it to come into being, Emmaline gently explained. He needed to channel the might of an entity that could do so, and there was a cost to such things. But Seth was eighteen years old and full of confidence, and when he touched magic, however briefly, he knew in his heart that he had found his true calling. Almost any cost was worth that. And so, like Odin before him, he gave an eye to gain wisdom. Cosmic power raced to his side the moment the ritual was complete, cutting through the pain with a joy both savage and free. His first efforts were shaky, some uncertain, some overconfident; magic is energy, ever moving and impossible to contain, and it twisted away from him like a serpent when he handled it incorrectly. But with Emmaline as his guide he made steady progress, and in the span of a year he was capable of feats beyond his wildest dreams. The power, Emmaline explained, was called Dusk Magic. Conflict older than Earth itself had left the energies of Light and Shadow strewn across the world, and where they had mingled they had gradually became something else entirely. The result was a force that was inherently neither good nor evil, with equal potential to devour light with darkness or dispel darkness with light. The two young mages, however, had no interest in either possibility. Magic was simply their tool, and their joy. It was not to last, for their careless use of their powers drew the attention of the Reverend Elijah Prophet. The priest's witch hunt, which had seen the deaths of many innocents on the merest suspicion of sorcery, could hardly miss such blatant use of arcane powers, and when he came to Freedom in 1694 a mob soon followed to beat down Seth's door. The young man was terrified. He and Emmaline, for all their power, could not stand before Prophet, and if he resisted his family might be hurt, too. As the wood of the door, held by his magics, began to buckle and warp beneath the mob's blows, Emmaline hit upon a plan. They would bind their spirits to objects, Seth to the ancient Dwarven shield bracelet she had given him and she to an enchanted porcelain mask, and when the mob arrived there would be no sorcerers to find. Seth began the ritual she provided, working his magic as swiftly and skillfully as he could, and soon his beloved was sealed safely away. But the door burst inward before he could repeat the process for himself. Seized by Prophet and his men, Seth was bound and taken to the courthouse. Of the twelve people hanged in Freedom for witchcraft, he was the only one who pleaded guilty; there was no use denying it. He looked prosecutor Lucius Cabot square in the eye and told him, one hand on the Bible, that he had never hurt anyone with his power, and that it was not an evil force. That answer availed him nothing. Seth swung beside the others the next morning, and that might have been the end. When he awoke, he found himself in the void. Around him was an endless expanse of nothing. He could not feel nor see nor hear nor smell, only wait, alone with his thoughts. He waited for more than three hundred years, and would surely have gone mad if he had been allowed to do so. But that would have been a reprieve, a way of coping with his punishment, and it was not permitted to him. He could only think that he was in Hell, alone in the absence of God. But he was not entirely correct. After what truly seemed an eternity, Seth found that he was not alone. A being had materialized before him, a creature formed of the same deep orange energy as his magic. It explained that it was the Twilight Angel, born of the mingling of energies caused by the conflict between Abbridon the Light of Righteousness and Kar'Kradas the Whisperer in Shadows. Seth, it claimed, had been deceived. All his learning of magic had been the scheme of another. Emmaline, the Twilight Angel claimed, was not who Seth believed her to be. It was no accident that the beautiful young woman had chosen relatively homely Seth Syme, dreamer and provider of nothing, out of the group of young scholars. The ritual that had cost Seth an eye was a shortcut, not standard procedure. She had sworn her soul to the Twilight Angel in exchange for power, but when the time had come to collect Seth had sealed her away where she could not be reached, shunting the debt onto himself. Indeed, Emmaline was not even human, but something far older and stranger. The girl he'd loved had been nothing more than an illusion, a carefully-constructed facade behind which a malicious intelligence lurked. Once Seth would have simply refused to believe, but centuries of punishment had broken him of stubbornness, and the revelation broke him all the more. He could not deny that every piece of it made sense; years of his life has been masterfully played away. But the Twilight Angel made him a bargain: find the mask he had used the binding ritual on and destroy it, releasing the soul within to its rightful custody, and Seth's soul would be freed. There was no true choice; Seth knew not what it was to die with his soul unclaimed, but to live again and take the chance must be better than a bleak eternity of bitter loneliness. And so the Angel filled him with the knowledge he would need, both of the arcane and of the modern world, and raised him to life. Seth clawed his way out of a rotted coffin and an unmarked grave with a fire in his heart. Now he knew what it felt like to be hurt, to be used, and he swore that he would evermore use his power (now greater than ever) to prevent others from suffering such hurts and manipulations. Though Freedom has changed in ways that, had the Twilight Angel not warned him, he could not have imagined, he still works to protect its people from threats mundane and magical. To do so, he took on the name of Gloaming, Mage of the Cosmic Dusk. And ever he pursues rumors of an enchanted porcelain mask... Personality & Motivation: Since his return, Seth is a man with a mission. He is swift, decisive, and to-the-point without being rash, willing to adapt on the fly or power on through as the situation demands. His self-appointed task is deeply important to him, but he is careful to ensure that it does not become his only reason to be; having lost his life once, he appreciates every new experience all the more deeply, and enjoys the company of others thoroughly while he has the time with them. Betrayal, death, and torment have left their mark, however. Seth makes sure that he pursues every task with his whole heart and mind because he knows that, if he stops to contemplate too much, bitterness and hurt will worm their way to the surface of his mind. He is polite and respectful of everyone he meets, but finds it difficult to get close to anyone even when some large part of him wants to. His rejuvenated body is yet young; the age of his mind is more difficult to define. Powers & Tactics: Seth is not intrinsically a violent person, but he recognizes that violence is sometimes the only way to keep a situation from getting any worse. Armed with new knowledge from the Twilight Angel that far surpasses the simple cantrips he once cast, he is well-equipped to deal with any foe. Whether restraining or crushing with telekinesis or blasting away at mind or body, he is exceptionally deadly to just about any foe at range. All-comprehending telepathy and the ability to open portals provide him with excellent utility as well. Complications: Changed World: The Twilight Angel gave Seth enough information about the modern world to cope with it, but the sweeping changes from his own time to now still take his breath away at times. He was always open-minded for his time, but logic that seems simple by modern standards sometimes escapes him. Knowing that his whole family died long, long ago, and seeing the ruins or tourist traps that have become of places he knows, also tends to fill him with melancholy. Conditional Release: Seth's soul is free, but the Twilight Angel retains its hold on him until he shatters the enchanted mask. This is understandably a priority for Seth; if the Angel feels it wasn't a good investment, it may send servants to cut losses and collect. This looming possibility colors Seth's interactions; he would very much like to use his magic for solely selfless reasons, but if he doesn't look like he's making progress he may lose the chance to use his magic at all. Different Inside: Three hundred years of semi-Hell have not left as much of a mark as you might think on Seth; the Twilight Angel wanted him to be an effective agent, after all. It's as though he died one day and woke up centuries later the next, but fragments of the half-remembered nightmare still bounce around in his head. He has horrifying dreams and flashbacks from time to time, leaving him sleepless or momentarily paralyzed. If he was asked what he feared most, he would answer "eternity". Hatred and Hurt: Seth truly and honestly loved Emmaline; after all, she was created from his own subconscious desires. It would have broken him utterly to think that she betrayed him; to know that she was just an illusion instead fills him with deep hatred for the being that used him through her image, one that sometimes overpowers his good sense. And then there's Lucius Cabot, who saw Seth hanged; Cabot probably doesn't remember Seth after many lifetimes of misdeeds, but Seth sure remembers him. It's Called Second Sight!: Most mages train for decades before they are considered ready to face the world; Seth, for all his power, has only been slinging spells for two years, empowered by shortcuts few would dare or even want to take. As a result, his mind remains more limited than his true ability, forcing him to rationalize magic or go insane. He still thinks of his ability to detect magic, for example, as "second sight", meaning that the symbolic act of covering his eyes blinds that actually non-visual sense. Where'd That Come From?!: Havenglen House disappeared from its place on Lantern Hill the day that Seth was hanged, leaving only a hole in the ground; it was spirited away into the void by the Twilight Angel to keep safe as a future asset. The land on which it stood has resisted all attempts at replacement construction, justified with the sort of haunting stories that arise frequently in Freedom's oldest district. The house reappeared when Seth was reborn, but he doesn't actually own the land, and his new neighbors aren't exactly thrilled. Abilities: 0 + 2 + 4 + 4 + 2 + 2 = 14PPStrength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +9 (+1 Dex, +8 [improved Initiative]) Attack: +5 Melee (+9 Magic), +2 Ranged (+10 Magic) Grapple: +5, +20 Telekinesis Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 7 + 8 + 8 = 23PP Toughness: +10 (+2 Con, +6 [Defensive Roll], +2 [Protection]), +4 Flat-Footed Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +9 (+1 Wis, +8), +12 vs Mental Effects (+3 [Mind Shield]) Skills: 80R = 20PP Concentration 11 (+12) Craft (Artistic) 13 (+15)Skill Mastery Diplomacy 11 (+12)Skill Mastery Knowledge (Arcane Lore) 13 (+15)Skill Mastery Knowledge (Theology and Philosophy) 10 (+12) Notice 11 (+12)Skill Mastery Sense Motive 11 (+12) Feats: 19PP Attack Focus (Ranged) 1 Attack Specialization (Magic) 2 Defensive Roll 3 Dodge Focus 4 Equipment 4 Fearless Improved Initiative 2 Ritualist Skill Mastery (Craft [Artistic], Diplomacy, Knowledge [Arcane Lore], Notice) Equipment 4PP = 20EP Headquarters: Havenglen House [20EP] Powers: 12 + 37 + 7 = 56PP Device 3 (Magic; Extra Effort applies to wielder; 15PP Container; Flaws: Hard-To-Lose) [12PP] (Shield Bracelet) Magic 16.5 (33 Point Array, Feats: Alternate Power 4) [37PP] (Cosmic Sorcery) Super-Senses 8 (Detect Magic 3 [Mental]: Accurate, Acute, Extended [100ft Increments], Ranged; Drawbacks: Noticeable) [7PP] (Second Sight) Drawbacks: (-3) + (-1) = -4PP Disability (One Eye [-4 to Ranged attacks]; Frequency: Common; Intensity: Moderate) [-3PP] Power Loss: (Magic [if unable to gesture]; Frequency: Uncommon; Intensity: Minor) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Blast 1 Ranged DC25 Fortitude Damage (Magical) Blast 2 Ranged DC25 Will Damage (Magical) Confuse Ranged DC20 Will Confusion (Magical) Snare Ranged DC20 Reflex Snared (Magical) Telekinesis Ranged DC25 Toughness Damage (Physical) Unarmed Touch DC15 Toughness Damage (Physical) Totals: Abilities (14) + Combat (22) + Saving Throws (23) + Skills (20) + Feats (19) + Powers (56) - Drawbacks (4) = 150/157 Power Points
  16. GM Claremont Academy, Freedom City April 14th, Sunday, 11.59AM Another crisp, breezy spring day in Freedom City was at its height. The sun shone weakly down through a thick bank of clouds that hadn't shown any sign of leaving since morning, a gentle sea breeze was rushing across the Bayview Hill, and Claremont Academy was its usual quiet self. The grounds were well-populated, dotted with the school's outlandish students taking a breather from learning how to be the heroes the world would need. Most students were either off-campus or enjoying the outdoors before the week started the next morning and they would be stuck inside once more. Koshiro McMillan and Kimber Storm were among them, the paper-manipulator and poltergeist sharing a rare stroll together on the path threading around Claremont's lawn. Everything was going very well, until the golden eagle landed with a thud on the path a few feet in front of them. Looking up at the pair, it got unsteadily to its feet, croaked and offered them a talon ringed by a thin band of silver holding a small scroll.
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