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Found 10 results

  1. Nick

    Cocoa and Company

    Claremont Academy, Room 301 Just after the Krampus Incident "We might have some," Abigail answered Elizabeth as they both stepped clear of the portal in their dorm room. "We can always go out and get more, if we need to." The young mage dismissed her portal with a flick of her hand and hopped up onto her bed, sitting cross-legged in its center. Her eyes unfocused for a moment and her Arcana regalia began to unmake itself and reform into a more sensible slipping off of school grounds after a protracted fight while everyone else is stuck cleaning up afterwards outfit. She was also very much trying to not stare at her roommate who was suddenly very distracting and Abigail didn't understand how, or what, or why that was or what it meant. Instead she just felt her face heating and she kept her eyes down, which in the small room meant she was watching her roommate's legs.
  2. GM Egyptian Airspace, 30 minutes from Cairo Friday, April 18, 2019 (1:20 PM local time) A Danger International private jet soared above the light cloud cover over northern Egypt as it entered its final approach toward Cairo. The sleek aircraft began a gradual descent as it continued on its flight path, transporting a rather unusual group of passengers to the ancient city. It had been several months since a group of Thule Society sorcerers accompanied by several enhanced SHADOW clones had attempted to steal an ancient Egyptian artifact during the opening of an exhibit at the Hunter Museum of Natural History. What the Thule Society had not accounted for was the presence of three Claremont students who had been able to halt the theft. But as the remaining Thule sorcerer had escaped, he had made a cryptic remark about artifact, suggesting that there it possessed some secret the teens were unaware of. Two of the teens, Veronica Danger and Elizabeth Grey, had been able to confirm that the artifact (the burial mask of the Pharaoh Sanakht) resonated with magic and that it was some sort of key. But despite their best efforts to research what that might mean, they still did not know exactly what it was a key to. So over the last few months Danger International, with some assistance from the Dakanan Royal family, had made arrangements with the Egyptian authorities to allow for an investigation of Sanakht's pyramid at the Saqqara necropolis. Permission had not been obtained until after the start of the new year, meaning Veronica, Elizabeth and Kam Kingdom had to wait until Claremont’s Spring Break to take the trip to Egypt. The interior of the jet was rather luxurious, with each of the teens having a large leather seat with plenty of room around them. The seats rotated so they could turn to face the middle and each other to more easily converse about the expedition they had set out on, or could turn out towards a small table next to each of seat (with connections for laptops and cellphones).
  3. Here is the OOC for this. Hero Points Arcana - 3 Masque - 1 Ouroboros - 3 Veronica - 3 Conditions Arcana - Fine Masque - Fine Ouroboros - Fine Veronica - Fine State of the Sphere. CPU - Kinda intact Forcefield - Intact, Breaking, ? Pinions - Kinda intact, ? Electronic Defense Systems - Offline, Maze-like, Filled with Drones Pillars - Mostly Intact, ? Outer Shell a. - Breached, No ground, Blinding light Outer Shell b. - Breached, Floating islands, Electricity
  4. Magic Club Room, Claremont Academy Bayview, Freedom City, New Jersey Monday, November 5, 2018 5:45:13 PM Nicole Whitfield-Hall slammed Bellios' helm on the school table in front of her, causing it to wobble. She ignored the wobbling, instead turning to meet the eyes of everyone in the room that Claremont's Magic Club called home. It was, as club rooms go, nothing too magical. The walls were painted white and the floor was covered in wood paneling. Light fixtures did a good job of lighting the room in white fluorescent and the windows were open to let the fall air in. Couches and cushions littered one side of the room, fluffy in bright colors. A large whiteboard dominated the opposite side and it was covered from end to end in Nicole's scribbly handwriting -- notes to herself and metaphorica-logic based tandems used to navigate her type of magic. The two wooden tables were pushed to the wall, freeing up the middle for the current occupants, a bunch of monoblock chairs that matched their numbers, and one table in the middle of it all. Nicole's eyes were a little bit crazed, like those of a powered up cultist high on otherworldly drugs and gods. Too much caffeine and too little sleep frayed the edges of her features and she sniveled her nose, ruddy with the cold she had been harboring for the past few days. She was sitting in her wheelchair, in clothes that could have been a day old or three. A gray sweater and blue sweatpants completed the I-just-woke-up look, though for her it might as well have been a I-haven't-slept-for-two-days look. "Right, so, I've gathered yo--" She stoppped, bringing a hand up to cover her mouth just as she sneezed. Taking her hand away with a sniffle, she reached for a handful of tissues to wipe at her nose. There was a few seconds of awkward silence as she did so and pocketed the used tissues before she looked up again to continue her explanation. "Right, so I need your guys' help. And I really need your help so I'm glad that you came here today no matter what we think of each other." And at this she looked pointedly at Huang, before muttering under her breath. "Jerkass." Then she continued, tapping at the helm on the table. The helm gleamed a bright red and their faces were reflected on its purple-tinted visor. "See, Bellios over here has been acting up ever since a thing I did last week, if you know what I mean. Now, I've fixed most of the problems but this last one is tearing my hair out. It's honestly pissing me off and it's been doing so for two nights now. And there's no way I'm going to a faculty member after Summers' drumming after the assembly." She paused and shivered, having experienced how scary Summers could really be in a locked room. Alone. "So," she said, picking up again. "I think you've got the skills. Is why you're here. And the magic obviously, this would be so much more complicated if you aren't. Some of us are touched by magic through the sympathetic bonds you've created with your... things." She threw a thumb at Elizabeth and Veronica. "And some are dripping magic like sweat after P.E." And here she tilted her head towards Abigail. "You're what I got and if you're thinking of walking back out the door right now we can deal. You scratch my back and I scratch yours kind of deal. What do you say?" She met their eyes again, clearly expecting them to either agree or "deal" in her words.
  5. Hunter Museum of Natural History North End, Freedom City, New Jersey Thursday, October 18, 2018; 7:25 PM The Hunter Museum of Natural History had recently achieved something of a major coup among American antiquities museums, managing to obtain a showing of an impressive collection of Egyptian artifacts only unearthed a few years earlier on loan from the Cairo Museum. The Hunter Museum was aided in this endeavor in no small part by its connections with Danger International, which had been one of the main organizations funding the dig. In fact, members of the Danger family had been instrumental in planning the location of the dig and had been present for the major discovery. As such, the museum had worked with Danger International to have Veronica Danger speak at the opening event for the exhibition to discuss her and her parents’ work. Two of Veronica's fellow Claremonters, Elizabeth Grey and Kam Kingdom, had expressed some interest in the exhibit when they had heard her discussing it with Janus over lunch a week ago. So Veronica had made sure Prudence arranged tickets to the opening night event for the two. Now the two teenagers were seated in the crowd of well-dressed men and women that were gathered for the presentation that was the start of the opening night of the exhibit. Seats had been arranged in one of the larger rooms off the main lobby, a small podium set up toward one end of the room where the chairs were facing, and a large projection screen having been set up to one side of the podium. The room was filled with the sounds of various conversations as those gathered awaited the start of the opening presentation.
  6. Azuth65

    Red Sky at Night

    October 5th, 5pm The doors to the Doom Room hissed open as the various members of the recently formed Red Squad stepped towards the entrance. From inside the gathered teenagers found what appeared to be a stereotypical dojo, rice paper walls and wooden floors with banners hanging decoratively. Crickets chirped softly, the sound carried on a gentle breeze coming from an open doorway within the simulation to a forest outside the building. Standing by the woods, admiring the simulated sunset in her school issued costume, Gauss turned her head back to the group. "Hey guys, I see everyone got my notes. So, you guys remember when Headmistress Summers grouped us up together, I figured if we're going to be a team and competing together against pretty much the rest of the school we should probably have a formal meet up to get an idea of what everyone can do power wise, any skills or talents we bring to the table, all that good stuff."
  7. For rolls, which may be needed soon.
  8. (Continued from School Daze) Danica's wheels hummed cheerfully over the sidewalk as she led the group along at a comfortable walking pace. "Oh yeah, we can visit it anytime during the day, it's just that it's tucked in behind the old chapel and it can be hard to find. I didn't have my wheels then either, so walking around really took a long time!" She led them down the main walking boulevard of the campus, pointing out the administration building and one of the classroom buildings as they passed. "So where are you guys all from?"
  9. Fox

    Masque - Fox

    Masque Power Level: 10 (180/192PP) Unspent Power Points: 12 Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 16 Gender: female Ethnicity: Caucasian Height: 5' 8" Weight: 125lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +3 Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 92R = 23PP Acrobatics 8 (+11)SM Bluff 8 (+11, +15 Attractive)SM Concentration 8 (+8) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 8 (+8) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 8 (+8) Sleight of Hand 12 (+15)SM Feats: 19PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task [Feint] Luck 1 [to 4, from powers] Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP All powers have the 'magic' descriptor unless otherwise noted. Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP] Blast 8 (Feats: Accurate 3) [19/34] (will-o'-wisp) Dazzle 8 (visual; Feats: Accurate 3) [19/34] (will-o'-wisp) Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34] Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34] Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/192 Power Points
  10. Freedom City January 2nd, 2016 Later Afternoon Sometimes Tona Baudin regretted working just below where she lived. After a long day at work, she didn’t have to walk several blocks or ride a bus to get home; all she had to do was walk up a set of stairs. It was convenient, but it meant that she had no time to decompress and process what had happened during the day. After work she was immediately at home and had to deal with things there. So she was already figuring how her evening when she walked through the door and saw her smartphone on the kitchen table, blinking. She didn’t reach down to feel where it normally was, since she had obviously forgotten it this morning; instead she just crossed over quickly and checked her messages. Tona’s heart skipped a beat when she saw that her phone was full of messages from Sam’s number, but her mood soured when the first few messages revealed that they were from Miss Vance, Sam’s benefactor. Vance’s texts were short and to the point, letting Tona know that she was invited to dinner at Chicago with Vance and Sam. In fact, Vance was going to show up with a car at… The young woman glanced up to double-check the time and confirmed that she had about ten minutes before Miss Vance’s car arrived to pick her up. She didn’t have much time, but Tona still managed to waver over which shirt to wear and grab a few essentials. She was outside the store, wearing a green hoodie and carrying a small bag, when the cab pulled up.
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