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Found 8 results

  1. 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."
  2. For rolls, which may be needed soon.
  3. 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
  4. Janus Danger Power Level: 10/12 (182/186PP) Unspent Power Points: 4 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Swashbuckling Scion with Something to Prove Catchphrase: Theme: Imagine Dragons - Thunder, Seanan McGuire - Earthquake Weather Alternate Identity: Janus Danger (Public, Prime), Prince Janus of Aruivia (Public, Freedom League Dimension Designation; Earth-O-Eldritch-2 (Allied), Local Designation: Fortuna) Birthplace: Wintershold, Capital of Aruivia. Residence: Claremont during the school year, Danger Manor when not in school or in Fortuna. Base of Operations: Claremont Occupation: Student Affiliations: Claremont, Danger Industries Family: Janus is the middle child of Queen Antigone of Aruivia and John Danger II. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. In Janus's case, it led to her father finding an entirely different dimension that he quickly found himself a destined hero in. Her immediate family remains in Fortuna but they visit the Prime-side relations at least a few times every year so she's reasonably close to her father's sister, Rachel, and the rest of the Danger diaspora. Description: Age: 16 Apparent Age: 16 Gender: biologically female, presents androgynous, uses she/her pronouns Ethnicity: Caucasian Height: 5' 10" Weight: 165 lbs Eyes: Violet Hair: White-blonde to rose-red ombre. Janus is lean and angular; fresh out being all legs and arms. She's definitely on the handsome end of the spectrum, with classic Danger good looks melding with the more exotic lines from her mother. Training and exercise has been part of her daily routine since she was old enough to toddle, so she has more balance and grace than a teenager fresh out of a growth spurt really ought to have and more muscle than might be guessed with her long, lean body. Janus dresses like something out of an early 1980s fantasy movie, a la David Bowie or perhaps like she's waiting to be called in for a Takarazuka Revue performance. It could look ridiculous but she wears it with the sort of casual confidence that kids of this world wear jeans and a cool jacket. Since migrating to Prime for schooling, Janus has pierced her ears several times, wearing silver hoops and studs to match the multitude of rings that she is rarely without. Over her right eye, Janus has a starburst shaped birthmark that has a silver-sheen. It glows along with her weapon when she draws out her soul sword. Janus dresses in high glam but masculine attire and is often wearing low heeled boots that add another couple of inches to her height. She's fond of Earth based cosmetics and often uses those to heighten and accentuate her already sharp cheekbones and striking eyes. History: During the mid 70s, Janus' father took his first trip to Fortuna, originally as a Freedom League affiliated envoy. John was already an experienced veteran of adventures but he found his true calling in helping restore Antigone to the thrown of Aruivia and, in time, they fell in love. Fortuna was significantly dissimilar from Earth. Although the magic of Fortuna fell more into the sword-and-sorcery arena than some of the more high-magic worlds, the dimension itself ran off the power of narratives. Stories have Power in Fortuna, as does belief. As the namesake and grandson of one of Prime's heroes, John brought that power with him to Fortuna, allowing him to form it into mystical weapons and armor. It was that power that he used to help Antigone and together, the two brought peace to the kingdom of Aruivia. Janus is the middle child of the couple. Her elder brother has their father's good looks and commanding presence, while he has their mother's sense of justice and compassion. As the crown prince, he's slated to take over the royal duties one day. Her younger sister embraces all that being a princess entails. Though still a child, she is kind and gracious and gifted with an emerging ability to forsee the future. Janus loves her siblings very much but as the middle, rebellious child, her place in Aruivia's story may take a darker bent as the narrative of the world presses on her to fit into expectations. It was with a heavy heart that her parents sent her to her father's relatives but it became clear that Janus's physical prowess was beginning to eclipse her older brother. They hope that free from the pressure of Fortuna, Janus can take her own path. Whether that will be the actual case, remains to be seen. Personality & Motivation: Janus is brash, bold and daring. She is both genuinely courageous and kind although she's often driven to prove herself. She thinks nothing of engaging in dramatics as its expected by the idiom of her native land. Despite often taking summers or vacations on Prime, she still retains a bit of a 'stranger in a strange land' vibe, especially as she makes little to no effort to change herself to conform. Janus' primary motivation is to be true to herself, and find the Hero within. She wholeheartedly believes that her Soul Sword is a sign of her inner potential and that it is both her responsibility and her gift to bring it to its full potential. Unfortunately, this means that she can be both stubborn and defiant when dealing with any authority trying to push her to act outside her morals. Powers & Tactics: Janus' relies on her physical prowess. Trained to defend herself with sword and fist since she was young, she's skilled at hand to hand combat although she's most comfortable with a sword in her hand. She's a flashy fighter, in part because she has fought side by side most often with her brother who, as the heir to the throne, is more important. Janus has accompanied her father and brother on ogre hunting missions and the like since she was old enough to engage in live combat. Being as she's from the Danger family, that was definitely on the younger side. She's used to making herself a target to draw attention away; a tactic her sibling is not overly fond of. She has a natural gift for witty banter, one that has only grown since spending more time with her Danger relatives. In addition to being highly skilled, Janus can draw her soul sword from her breast if she deems the threat worthy of it. Eldritch armor covers her arm from shoulder to fingertip and a glowing blade forms in her hand, drawn from her own essence, providing her additional mystical protection and weaponry. Power Descriptions: Janus' world is one of magic; where the rules are proscribed by the power of tales and legends in the minds and hearts of the people. Her soul sword and the armor fluctuates depending on her sense of self, so as long as Janus' heart is pure, the magic glows silver-white and the manifestations are solid and strong. At the moment, her power covers her shoulder down to her fingertips in armor and manifests in a single blade. It is possible that she might make different energy constructs with time and practice. Should she change or falter, the magic will manifest differently. Complications: Oh Fortuna: Janus carries with her the power of her mother's world but that is a world with its own beliefs and structure. Those are rules she has to follow. Self-doubt or despair weakens her mystical abilities and, in moments of true crisis, could render her without them entirely. Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Janus, but for those she calls friends. Responsibilities: Not only does Janus have a title and public duties when she's home, but she's a member of the Danger family. Not only does that mean she inherits some of the considerable enemies that they have made over the years, but it means that in addition to school, she has whatever responsibilities to her family and their businesses that might come up. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities: 10 + 10 + 8 + 4 + 4 + 14 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +12 Melee, +10 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +17 Knockback: -7 (The Shield) /-4 Saving Throws: 6 + 5 + 6 = 17PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 5 (+10)Skill Mastery Bluff 13 (+20)Skill Mastery Climb 5 (+10)Skill Mastery Diplomacy 8 (+15)Skill Mastery Disable Device 5 (+7)Skill Mastery Drive 5 (+10)Skill Mastery Gather Information 8 (+15)Skill Mastery Intimidate 8 (+15)Skill Mastery Language 4 (Fortuna (native), English, French, Dakanan, Greek) Notice 13 (+15)Skill Mastery Perform(Vocal) 4 (+11)Skill Mastery Pilot 2 (+7)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 39 PP Ambidexterous Attack Focus (Melee) x 2 Beginner's Luck Eidetic Memory Fast Feint Fast Taunt Benefit (Security Clearance: Danger International, Fame, Wealth 2/Rich) [4] Danger Sense Defensive Roll x 2 Dodge Focus x 4 Equipment x 7 Improved Critical (Swords: 18-20) Jack of All Trades Luck x 3 Paralyzing Attack Skill Mastery x 3 Takedown Attack x 2 Taunt Equipment: 7PP = 35EP Sword (Damage 3, Feats: Precise, Mighty) [5EP] Danger-Cycle (Vehicle) [30EP] Size: Medium {0EP} Strength: 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +7 {2EP} Features: Alarm 2 (25DC), Autopilot, Communications(radio), Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators {13EP} Powers: 18 = 18PP (All Descriptors are magic, fate, dimensional and Fortuna. Her abilities come from the nature of her mother's dimension) Magic 9 (Soul Sword; Container) [18 PP] Damage 3 (The Sword; Extras: Penetrating, Affects Insubstantial; Power Feats: Mighty, Precise) {11 PP} Protection 0 (The Shield; Extras: Impervious 7; Duration: Sustained (+0) ) {7 PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Sword Touch DC 23 Toughness Damage Soul Sword Touch DC 23 Toughness Damage Totals: Abilities (50) + Combat (36) + Saving Throws (17) + Skills (22) + Feats (39) + Powers (18) - Drawbacks (0) = 182/186 Power Points
  5. White Lioness Power Level: 10 (155/168PP) Unspent Power Points:13 Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness In Brief: Laid back student, who just happens to be the current White Lioness. Catchphrase: "The female Lion is always much more dangerous than the male." Theme: Naughty by Keko Alternate Identity: Sara Kingdom, officially Àjàṣorò Tafari, White Lion Clan (Pubically known in Dakana), Ajasoro Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation:Princess & Student Affiliations: Dakana Royal Family Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Makeda (Baako's Mother), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Gender: Female Ethnicity: Dakanan African Height: 1.67 m (5'6") Weight: 54kg (120 lbs) Eyes: Brown Hair: Black Whilst she downplays it many have commented that Àjàṣorò has inherited some of the beauty of her mother with the intensity of her father, especially the dark intense eye that both twins posse. Before becoming the White Lioness she kept herself in reasonable shape, though nowhere near as athletic as her brother. Embracing the chance to study in America she dresses and acts as a typical teenager, even with a passable East Coast accent. Her clothes are the most recent fashion and her hair done in the latest style, though she keeps it relatively short. The famous White Lion(ess) suit she wears looks like white cloth bodysuit but is actually a hi-tech weave laced with energy absorbing Daka crystals. It has gone through several redesigns, the skirt was quickly abandoned, but has always included the traditional gold accompaniments of her title (though not the headdress as she is not yet Queen). When in the costume she uses her more natural Dakanan accent. History: Àjàṣorò the eldest daughter of King M'Balla and his second wife Asma'u was raised to understand the importance of the job that the White Lion clan did to defend the nation of Dakana from threats. As such her childhood was spent training her body and mind to be the best that she could. But she really wasn't interested in such things, her attention was on those brightly coloured superheroes they had in America, though obviously, she was most interested in her fathers and grandfather heroics. It's not that she isn't proud of her country and people, it's just that it all seemed much more interesting. She even began to adopt the fashions and even the general accent of she saw on the television and internet, much to her tutor's chagrin. Then her father decided the time had come to step down as the current White Lion and focus instead on improving his land. Àjàṣorò had never really been interested in taking on the mantle, oh sure she was concerned about the defence of the Kingdom, she was more interested in continuing her studies and maybe one day go to America. But she couldn't in good faith allow the power of the White Lion to go to her brutish half-brother Baako, she couldn't beat him in the ritual combat directly (The tests of Wisdom and Knowledge were much more her thing) but she could maybe win by being smarter. Instead of fighting him she spent the trial avoiding his blows, showing great grace and athleticism, hoping to wear him out until someone could fell him. She had planned for her brother to do the honours and become the next White Lion, but somehow she'd managed to outwit Baako enough to win the trial with barely a strike on the man. Ironically after the ritual that embodied her with the ancestorial powers of the White Lioness, her father told her that he'd contacted an old friend of the family and she'd be getting her wish to go and study in America. Personality & Motivation: Never expecting to be the Queen her tutoring in etiquette wasn't as thorough as her brother, though she can put it on when necessary, and is general irreverent and doesn't seem to take things too seriously. Friendly and gregarious she tries to be everyone's friend, though never pushy, and whilst actual royalty manages to come across as down to earth. As the White Lioness this all goes out the window and she is the noble well breed warrior that she was raised to be. Whilst she respects her father's views and what he has done for Dakana and the world she has, though she hates to admit this, she does agree in part with Makedo's ideas. Dakana might have equality between the sexes but you don't have too far outside its borders to see women repressed and worse, and she might have a few times done her bit to help those women in need. Powers & Tactics: Whilst all of the White Lion clan have some form of combat training, and Àjàṣorò had more than most, she has never been the most tactical of people. Instead she relies on her speed and agility to get herself out of potentially dangerous situations. Power Descriptions: After passing the trials of Wisdom, Knowledge and Combat Àjàṣorò has been empowered by the spirit of her ancestor the original White Lion. This grants her the speed and prowess of the Lion as well as the senses it possesses. In addition to the spiritual powers granted to her, she supplements it with a high tech body suit, the finest in Dakanan engineering, whose Daka crystal weave helps absorb impacts and reduce injuries. Complications: A real Princess: Àjàṣorò is both a princess of Dakana and the White Lioness, that give her certain obligations that she has to fulfil even if she had other things she needs to do. Enemy of the Red Hyena: Whilst mostly the Red Hyena's are willing to work within Dakana's system some, including her half-brother, take more direct and violent action against the White Lioness. A Normal teenager?: Wanting to experience America to it's fullest she's trying not to draw attention to the fact that she's a Princess of Dakana. Abilities: 8 + 16 + 8 + 4 + 8 + 6 = 50PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +12 Attack: +14 Melee, +8 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +18 Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +4/+8 (+4 Con, +4 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 12 (+20) Skill Mastery Bluff 2 (+5) Diplomacy 7 (+10) Gather Information 2 (+5) Intimidate 2 (+5) Investigate 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (Dakana [Native], English) Medicine 1 (+5) Notice 11 (+15) Skill Mastery Sense Motive 11 (+15) Skill Mastery Stealth 12 (+20) Skill Mastery Survival 1 (+5) Feats: 22PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) 3 Dodge Focus 4 Evasion 1 Hide in Plain Sight Improved Initiative Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Smell) Powers: 12 + 5 = 17PP Nyeupe Simba Suti 3 (Hight Tech Body Suit, 15PP Device) [12PP] Damage 2 (Lions Claws, Feats: Mighty) [3PP] Immunity 2 (Critical hits) [2PP] Protection 4 [4PP] Super-Movement 3 (Slow Fall, Sure Footed, Wall Crawling) [6PP] Super-Senses 8 (Enhanced Audio Sense (Accurate, Extended, Ultra-Hearing), Enhanced Olfactory Senses (Accurate, Acute, Danger Sense, Extended, Tracking), Low-Light Vision) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Lion Claws Touch DC 21 Toughness Damage Totals: Abilities (50) + Combat (32) + Saving Throws (12) + Skills (17) + Feats (22) + Powers (22) = 155/168 Power Points
  6. Red Lynx Power Level: 8 (117/132PP) Unspent Power Points: 15 Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness In Brief: Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations. Catchphrase: Theme: The Message Alternate Identity: Kameron 'Kam' Kingdom, Officially Prince Kamau (Secret outside Dakana) Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation: Prince & Student Affiliations: Dakana Royal Family, Claremont Academy Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Apparent Age: 16 Gender: Male Ethnicity: African (Dakanan) Height: 6' Weight: 185 lbs Eyes: Brown Hair: Black Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty. With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace. A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast. He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples. He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above. He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes. In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force. Vitals are covered with hardened plates of lightweight composites that gives the central torso an articulated appearance but leaves his range of motion free. He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains. History: Kamau is the second born of twins, children of King M'ballas second marriage. As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world. Unlike his (As she is quick to point out, elder) twin he has always taken a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. As he grew he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion. Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry. Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care. Both to avoid unintended consequence and to ensure success through application of his skills and abilities. When it came time for the challenge of the White Lion he fully expected he'd emerge the victor. Though his half brother was powerful he was reckless and easy to manipulate. Kamau's own sister had little more than passing interest in the title. While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion. In the end this proved his undoing. His sister acted unhesitatingly sizing opportunity when presented and carried the day. For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence. But Kamau felt something more akin to relief. He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person. In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness. Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions. Personality & Motivation: Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on. In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand. As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike. Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders. The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole. This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement. In part this is why he was eager to leave Dakanas borders. He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity. He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain. Powers & Tactics: Lynx fights with a tactical efficiency born of his training with the Dakanan security forces. He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage. Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible. Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him. Power Descriptions: Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad. In addition to his armored suit he uses a pair of Marungu. The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking. Complications: The Hero Formerly Known as Prince: Kamau is a foreign Royal operating as a secret vigilante on U.S. soil. International incidents are not out of the question. OLDER Sister: His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse. The World is a Mess and I Just Need to ... Rule it: Kamau see's the world outside of Dakana as less civilized and a little backwards. This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority. Keep it in the Family: Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists. Kamau and his sister are likely targets. Abilities: 12 + 12 + 12 + 10 + 12 + 10 = 68PP Strength: 22 (+6) Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 20 (+5) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 8 + 6 = 14PP Initiative: +5 Attack: +10 unarmed, +8 Melee, +4 base Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +14 Knockback: -4 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +9 (+6 Con, +3 Armored Costume) Fortitude: +6 (+6 Con, +0) Reflex: +6 (+6 Dex, +0) Will: +6 (+6 Wis, +0) Skills: 36R = 9PP Acrobatics 7 (+13) Gather Information 2 (+7) Intimidate 7 (+12) Language 1 (Dakanan:Native, English) Notice 7 (+13) Sense Motive 5 (+11) Stealth 7 (+13) Feats: 15PP Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Unarmed 1 Benefit: Diplomatic Immunity Benefit: Wealth 2 Dodge Focus 4 Eidetic Memory Hide in Plain Sight Powers: 4 + 4 + 5 = 13PP Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals) Protection 3 (Absorptive Armor;) [3PP] Immunity 2 (Shock Plates; Critical Hits) [2PP] Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology) Damage 2 (Strike; Feats: Mighty,Thrown, Split Attack;) [5PP] (Bludgeoning) Container 1 (Training and Conditioning; 5 PP) [5PP] (Training) Enhanced Feats 1 (Situational Awareness; Uncanny Dodge (Mental);) [1PP] Immunity 2 (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited(Half Effect);) [1PP] Leaping 1 (Acrobatic Leap;) [1PP] Quickness 1 (Efficiancy;) [1PP] Speed 1 (Sprinter;) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Marungu(melee) Touch DC 22 Toughness Damage Marungu(Thrown)Thrown DC 19 Toughness Damage Totals: Abilities (66) + Combat (14) + Saving Throws (0) + Skills (9) + Feats (15) + Powers (13) = 117/132 Power Points
  7. Player Name: Azuth65 Character Name: Gauss Power Level: 7 (105/118PP) Trade-Offs: None Unspent Power Points: 13 In Brief: Teenage surfer girl turned magnetic controller. Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Catchphrase: Alternate Identity: Selena Kwon Identity: Secret Birthplace: Guaynabo, Puerto Rico Occupation: High school student Affiliations: Family: Kwon Sang (Father), Maria Kwon (Mother), Christian Kwon (older brother), Sofia Kwon (little sister) Description: Age: 16 (DoB: April 3rd, 2000) Apparent Age: Mid-late teens Gender: Female Ethnicity: Mixed, Asian and Latino Height: 5'4" Weight: 125lbs Eyes: Green Hair: Black Description: Selena stands a few inches under average height, her wavy black hair hanging most of the way down her back. She likes to dress in shorts and tank tops during the summer when she isn't shredding waves at the beach, when the temps start to drop she sticks to jeans and hoodies. She's made a few alterations to her Claremont jumpsuit to include a few pouches to store bits of metal for combat and she added a cape with some extra material around the neck looking something like a scarf. Power Descriptions: When Gauss uses her powers her left eye and hands glow with a soft purple light but other than floating, metals she is controlling don't show any difference. History: Selena was the middle child born to Sang and Maria Kwon, though her father still prefers traditional form of surname first while the rest of the family has chosen to Westernize. As a child Selena was enrolled in several after-school programs by her fairly career oriented parents including martial arts classes, girl scouts, soccer, and ballet. It wasn't until a family vacation in 2010 when she learned how to surf did she find an extra-curricular activity she truly enjoyed besides her massive intake of genre fiction in various media. One sunny weekend afternoon in late April 2016 while taking a break between wave sets, Selena and a few of her friends were enjoying some snacks when a cargo van roared onto the beach, hitting anyone unable to get out of the way. When it was about to hit Selena her powers manifested and in a burst of magnokinetic force flung the van over her, dropping it on its roof twenty feet down the beach. The driver of the out of control vehicle was seriously hurt, lucky to be alive after Selena's fight-or-flight response to his vehicle's malfunction. Shortly after that event she tried her hand at practicing on her own, which did not go particularly well for her, before representatives from Claremont Academy invited her to come to the school for professional training. Personality & Motivation: Selena attends Claremont to better hone her powers, hoping to learn the finesse needed so that she would never end up hurting anyone in the course of diffusing a situation. Powers & Tactics: Gauss is a fairly straight forward fighter, firing bits of metal to strike her foes while zipping around the battlefield from one ferrous structure or item to another. Moving more than herself and one object is still more than she can handle most of the time. Complications: Identity: Secret Abilities: 2 + 6 + 6 + 4 + 4 + 4 = 26PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 6 + 8 = 14PP Initiative: +7 Attack: +3 (+7 Gauss Blast) Grapple: +4 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +7 (+3 Con, +4 [Force Field]) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 52R = 13PP Acrobatics 8 (+11) Computers 4 (+6) Concentration 4 (+6) Craft: Structural 4 (+6) Knowledge: Physical Sciences 4 (+6) Language 2 (English [Native], Korean, Spanish) Notice 8 (+10) Stealth 8 (+11) Swim 10 (+11 Feats: 14PP Attack Specialization (Gauss Blast) 2 Beginner's Luck Dodge Focus 3 Endurance Improved Crit (Magnetic Blast) Improved Initiative Luck 2 Move-By Action Quick Change Ranged Pin Powers: 8 + 4 + 2 +16 = 30PP All powers magnetic, genetic Flight 4 (Magnetic Flight) 8PP Force Field 4 (Magnetic Force Shield) [4PP] Magnetic Control 7.5 (Feats: Alternate Power) [16PP] Base Power: Blast 7 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]) {15/15} (magnetic, genetic) Alternate Power: Move Object 7 (Magnokinesis; Extras: Range [Perception]; Flaws: Ferrous Metals Only) {power cost/array cost} Super Senses 2 (Detect Ferrous Metals [Mental Detect Ferrous Metals]) 2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Gauss Blast Ranged DC 22 Toughness Damage (Magnetic, Blunt/Piercing/Slashing) Totals: Abilities (26) + Combat (14) + Saving Throws (8) + Skills (13) + Feats (14) + Powers (30) - Drawbacks (0) = 105/118 Power Points
  8. Salvo Player Name: Zeitgeist Blue Character Name: Salvo Power Level: 10/11 (185/189PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 4 In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy Base of Operations: Claremont Academy Catchphrase: "Locked on... And firing." Alternate Identity: Nicole Whitfield-Hall Identity: Secret Birthplace: CA, USA Occupation: Student Affiliations: Claremont Academy, Whitfields, Halls Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister) Description: Age: 17 (August 13, 2001) Gender: Female Ethnicity: Mixed (African-Canadian, Caucasian) Height: 5'8" (without armor); 6'1" (with armor) Weight: 125 lbs Eyes: Brown Hair: Dark Brown Physical Description Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. As Salvo, her armor looks to be mundanely spray painted red and white, with hints of purple as highlights. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends it is as often disrupted with an array of weapons systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that makes it more cumbersome and larger than a suit of full plate armor should be. Runes are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes. Power Descriptions: While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings. Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower. History: Seek Knowledge. Wield Power. Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come. It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies. Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James. Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics. It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole. Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds. There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum. She was fourteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within the multi-acre estate. It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance. She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common. They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside. Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming. The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle. Gregory would go missing shortly thereafter. She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal, her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best. She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond. Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason. Seek Knowledge. Wield Power. Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered. She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week. By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything. She flew out the next day. She was eligible for Claremont, if just barely, and wasn't that cute. For a whole year she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal. All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered. For a year, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass. But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work. And it was beautiful. Personality & Motivations Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of. Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, and she won't be like them. And like everything worth doing, she has taken no half-measures. Powers & Tactics: Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee. Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo. Complications: A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City, especially the marginalized persons of color. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility) Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident). The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects. Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery. Of course, in a contest between man and spirit, more often than not, it is not often clear who will win. The GM may dictate that Salvo must do or must not do something and the diction will be enacted. Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it. The GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference. The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion. Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While none of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession) The GM may dictate that an object or information is an object of obsession for Salvo and she will do everything within her power to obtain and retain it, even if doing so leads to negative circumstances. The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures. Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation) This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better. The GM may choose to create a power such as Dazzle, Insubstantial, Teleport, Transform, etc all with the Attack Extra and have someone or something make a Saving Throw against it, Salvo can be a target as well. Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP Strength: 18/10 (+4/0) Dexterity: 8 (-1) Constitution: 20/10 (+5/0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 6 + 4 = 10PP Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative) Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent] Grapple: +18/4/0 Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +2/1 Flat-Footed Knockback: -7/2 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/5 (+5/0 Con, +10 Protection or +5 Forcefield) Fortitude: +12/0 (+5/0 Con, +7[Bellios]) Reflex: +5/-1 (-1 Dex, +6[Bellios]) Will: +7/0 (+0 Wis, +7[Bellios]) Skills: 88R = 22PP (3 skill points unspent) Bluff 1 (+1) Concentration 2 (+2) Computers 8 (+15)SM Craft (Artistic) 3 (+10)SM Craft (Chemical) 3 (+10) Craft (Electronic) 8 (+15) Craft (Mechanical) 5 (+12) Craft (Structural) 4 (+11)SM Diplomacy 2 (+2) Disable Device 6 (+13) Intimidate 12/0 (+12/0)SM Knowledge (Arcane Lore) 8 (+15) Knowledge (Art) 1 (+8) Knowledge (Current Events) 2 (+9) Knowledge: (Cosmology) 4 (+11)SM Knowledge (History) 3 (+10) Knowledge (Physical Science) 5 (+12)SM Knowledge (Technology) 8 (+15)SM Knowledge (Theology and Philosophy) 3 (+10) Language 2 (English, French, Spanish) Notice 7/3 (+7/+3)SM Search 2 (+9)SM Sense Motive 2 (+2) Feats: 14PP Artificer Benefit (Wealth) Dodge Focus Eidetic Memory Inventor Luck Online Research Skill Mastery [Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Sciences), Knowledge (Technology)] Ritualist Ultimate Skills 4 [Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore)] Well-Informed Powers: 3 + 3 + 125 + 2 = 133PP Device 1 (Wheelchair, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss [Cannot use in Bellios armor]) [3PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Forcefield 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP] Device 1 (Eyeglasses, Magical, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss [Cannot use in Bellios armor]) [3PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Sensory Suite Array 2 (4PP Array; Feats: Alternate Powers 1) [5DP] BE: Super-Senses 4 (Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Ranged (+1)]) {4/4} AP: Super-Senses 4 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Ranged (+1)]) {4/4} Bellios 31 (Battlesuit, Magical, Tech; 155DP Alternate Form/Device; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [125PP] (151/155 DP spent) Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Protocol Sy 10.2 (51PP Container) [51DP] Enhanced Strength 8 [8DP] Enhanced Constitution 10 [10DP] Enhanced Combat 1 (Defence 1) [2DP] Enhanced Saves 20 (Fortitude 7, Reflex 6, Will 7 [20DP] Enhanced Skills 4 (Intimidate 12, Notice 4) [4DP] Enhanced Feats 7 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Dodge Focus, Improved Initiative, Power Attack, Skill Mastery [Craft (Artistic); Knowledge (Cosmoloy, Physical Sciences, Technology)]) [7DP] Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP] Hexagrammic Paneling 3.8 (19PP Container) [19DP] Immunity 9 (Life Support) [9DP] Protection 10 [10DP] Sensory Suite Array 5.5 (11PP Array; Feats: Alternate Powers 2) [13DP] BE: Super-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Analytical (+1), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11} AP: Super-Senses 9 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1), Extended [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11} AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {7/11} Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 2) [16DP] DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13} DAP: Super-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12} Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 6) [46DP] BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action(Full); Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Knockback 3 [13 Total], Variable [Energy/Magic]) {18} + Dazzle 6 (Visual and Auditory; Extras: Area [General, Burst], Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full); Feat: Affects Insubstantial 2) {20} = {38/40} AP: Damage 1 (Close Quarters Combat Engine; Feats: Mighty 4) {5} + Damage 2 (Flaws: Limited [Only when grappling]; Feats: Accurate, Chokehold, Improved Block, Improved Grab, Improved Grapple, Improved Pin, Mighty 4) {11} = {16/40} AP: Snare 11 (Containment Foam; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2, Dimensional 2 [Magical], Split Attack) {40/40} AP: Stun 9 (Energy Vent; Feats: Accurate 3, Affects Insubstantial 2, Extended Reach, Variable [Energy/Magic]) {25/40} AP: Damage 10 (Flamethrowers/Hellfire; Extras: Area [General, Cone], Vampiric; Feats: Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Variable Descriptor 2 [Energy/Fire/Water]) {37/40} AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range(ranged); Flaws: Distracting; Feats: Improved Critical 2 [18-20], Precise Shot 2, Split Attack, Variable Descriptor [Energy/Magic]) {36/40} AP: Damage 10 (Missile Batterys; Extras: Area [Targeted, Shapeable], Range(ranged); Feats: Accurate 2, Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Progression [2 boxes per rank]) {38/40} Magic 1.5 (3PP Array; Flaws: Unreliable) [2PP] Dazzle 1 (Visual + Auditory) [3AP] Drawbacks: -2 + -1 + -3 = -6PP Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate) Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor) Normal Identity -3PP (Frequency: Common; Intensity: Moderate) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19/15 Toughness Damage (Physical, Bludgeoning) Kinetic Beam Perception DC 25 Toughness (Penetrating) Damage (Energy/Bludgeoning) Dazzle Perception DC 18 Reflex/Fortitude Dazzle (Staged) Containment Foam Ranged DC 21 Reflex Snare (Staged) Energy Vent Touch DC 19 Fortitude Stun (Staged) Flamethrowers Ranged DC 25 Toughness Damage (Electricity/Fire/Water) Fusion Autocannons Ranged DC 30 Toughness (Autofire) Damage (Physical) Missile Batteries Ranged DC 25 Toughness Damage (Missiles) Dazzle Perception DC 11 Reflex/Fortitude Dazzle (Staged) Totals: Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (14) + Powers (133) - Drawbacks (6) = 185/189 Power Points Totals: Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points Bellios Armor: Device 31 (155) = 151/155 Device Points
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