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Found 6 results

  1. 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).
  2. 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.
  3. Tuesday, November 28th , 2017 Blackstone Federal Penitentiary Cell Block B, Cell 254 4:26 AM Live in Blackstone wasn’t all bad. Sure, there was little freedom and everywhere you went, somebody was likely watching you. Nobody really liked each other, and everything was scheduled down to a point. But at the very least sleeping tight wasn’t an issue. Getting woken up in the middle of the night was incredibly rare, the prison tried to avoid it whenever possible due to some bad experiences. So when suddenly, somebody knocked at Prisoner SH-202, better known as Synth, ‘s cell, it was enough to get her attention, even at this point of the night. What came after did even more for that. The clicking of the lock, indicating the door had been unlocked, and the whisper, easily audible with Synth’s ears. It was in Swedish. [“Come with us.”]
  4. Synth Power Level: 11/15 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +1 attack/-1 DC; +1 defense/-1 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 7 (18/8/2010) Apparent Age:25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Green) Hair: Chestnut (Jet Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. Whilst asleep, she reverts to this default form. When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with rather messy choppy hair. She is beautiful in a sense, but scruffy with drab, cheap clothes. As a “superhero” (and there is time to change), she wears a dark all in one spandex number. She changes her appearance slightly, her eyes becoming blue, her hair and skin lighter. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective, wise, and even introspective. She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in day to day empathy. As synth also carries the imprinted memories of several scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration and is also painful depending on how extreme and speedy the change is. For this reason Synth will usually (time permitting) change slowly. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth does not age and is immune to poison and disease. Synth can control her own biological functions voluntarily (such as heart rate or various hormones like adrenaline) and is able to change muscle function; normally (as it is most comfortable), Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synth’s cells can “infect” others, causing them to break out in contagious boils or blotches, a tactic used against biological targets. Synth’s cells can also regenerate, and can cannibalize others flesh. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has no formal martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue rather than “skill” in combat. Complications: Inhuman: Regular medicine, unless done by biogenetic experts, will be ineffective on Synth, or possibly harmful. In addition, whilst Synth normally has immunity to poison and disease, certain engineered toxins and diseases will still affect her (or possibly she might be especially vulnerable to them). Ugly: Whilst Synth can normally choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). When she sleeps, for instance, she will revert to this state. Of course, this is not a complication unless actually being horribly ugly causes some additional problems over and above losing morphed status). Pain: Quickly changing appearance hurts Synth. Very slow changes (an hour) are barely noticeable. If done slowly (a few minutes) it is an unpalatable ache. A speedy transformation can be anything from a griping pain (if the changes are relatively minor) to a crippling agony (for major changes of size, build, or gender). This could leave Synth flat footed, stunned, or even unconscious, and at the very least are distracting. Reverting to "natural" state is, however, painless. Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Job Stinks: The job smells. If called away mid work, she will certainly have a detectible (and unpleasant) odour. Even out of hours and after a shower, sensitive noses (such as the scent supersense) may well pick up her day job. She would have to some time with industrial strength detergents to completely wipe the smell away. Aside from this making her recognisable, it may also make social interactions more difficult. In addition, refuse collection is not well paid; Winter snow is struggling financially (run down rented room, no car, etc). Abilities: 16 + 32 + 20 + 6 + 8 + 4 = 86 Strength: 26 (+8) [30 (+10) with Rage] Dexterity: 42 (+16) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 24 + 24 = 48 Initiative: +20 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +28 (Additional +3 with Hypertrophied muscles) Knockback: -5 Saving Throws: 2 + 2 + 2 = 6 Toughness: +10 (+10 Con) Fortitude: +14 (+10 Con, +4) [+16 with Rage] Reflex: +16 (+16 Dex) Will: +6 (+4 Wis, +2) [+8 with Rage] Skills: 100 Ranks = 25 PP Acrobatics 8 (+24) Bluff 4 (+6) Climb 4 (+6) Craft (Mechanical) 4 (+7) Diplomacy 4 (+6) Disguise 0 (+2) Skill Mastery [+20/+22 With Morph] Drive 4 (+20) Skill Mastery Escape Artist 0 (+16) Skill Mastery [With Hypermobile Muscles 16 (+32)] Intimidate 4 (+6) Knowledge (Behaviour Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Life Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Streetwise) 4 (+7) Language 4 (English, French, German, Russian, Swedish) Medicine 8 (+12) Skill Mastery [Enhanced: 16 (+20)] Notice 12 (+16) Search 4 (+7) Sense Motive 8 (+12) Stealth 8 (+24) Swim 4 (+12) Feats: 17 PP Acrobatic Bluff Blind Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Initiative 1 Jack of All Trades Move By Action Skill Mastery (Disguise, Drive, Escape Artist, Medicine) Takedown Attack 1 Stunning Attack Ultimate Effort [Fort Saves] Uncanny Dodge (Auditory) As Enhanced Traits: Attractive 2 (Potentially) Endurance 5 (with hyper efficient muscles active) Rage 1 (10 Round Duration) Powers: 6 + 3 + 7 + 2 + 8 + 6 + 1 + 2 + 7 + 2 + 25 = 69 Enhanced Trait 6 (Knowledge [Behavioural Sciences] 8, Knowledge [life sciences] 8, Medicine 8) [6 PP] “Imprinted Biomedical Science Memories” Feature: Autonomic control (Feats: Rage, 10 rounds) [3 PP] “Synthetic organism” Immunity 7 (Aging, Cold, Critical Hits, Disease, Own infection power, Poison) “Synthetic Organism” [Biological] Leaping 2 (x5 distance, total: running 90’, standing 45’, high jump 22’) [2PP] “Synthetic organism” Morph 4 (Humans, +20 to disguise rolls, Extras: Duration [continuous], Feats: Attractive 2, Drawbacks: Full round to change [-3], Not clothes or inorganic material [-2], Power Loss: Sleep [-1]) [8 PP] “Synthetic organism” Muscle Array (5 PP Array, Feats: Alternate Power 2, Drawbacks: Move action to change array) [6 PP] BP: Enhanced Trait 5 (Endurance 5) [5/5 PP] “Hyperefficient muscles” AP: Super Strength 3 (+15 to Strength, Drawbacks: Noticeable) [5/5 PP] “Hypertrophied muscles” AP: Enhanced Trait 4 (Escape Artist +15) linked with Quickness 3 (Additional x10 for x50 total, Flaws: One task [Escape Artistry]) [5/5 PP] “Hyperflexible muscles” Quickness 2 (x5 Speed, Flaws: Physical actions only) [1 PP] “Synthetic Organism” Speed 2 (25 mph or 220’/rnd) [2 PP] “Synthetic organism” Super Senses 7 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Low Light Vision, Tracking [Olfactory]) [7 PP] “Synthetic organism” [Biological] Swimming 2 (5mph or 44’/rnd) [2 PP] “Synthetic organism” Synthetic Cell Array (21 PP Array, Feats: Alternative Power 4) [25 PP] [Biological / Cellular] BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Requires Grapple) [21/21PP] “Infect” AP: Healing 10 (Extras: Total, Feats: Regrowth, Flaws: Tiring) [21/21] “Regenerate” AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Flaws: Requires Grapple)[21/21PP] “Cannibalize” AP: Nullify 10 (All mutation powers, Extras: Alt Save [+0, Fort], Disease [+2], Feats: Reversible, Flaws: Range [Touch], Requires Grapple) [21/21 PP] “Genetic shutdown” AP: Nauseate 10 (Extras: Area [Cloud], Contagious, Feats: Reversible, Flaws: Action [Full], Tiring) [21/21 PP] “Shed infected skin spores” Drawbacks Vulnerability (Acid, uncommon, Minor, +1 DC) [-1 PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/25* Tough Damage (Staged) Infect Touch DC 25 Fort Nauseate Cannibalize Touch Dc 25 Fort Damage (Staged) *With Rage Active Totals: Abilities 86 + Skills 25 + Feats 17 + Powers 69 + Combat 48 + Saves 6 – Drawbacks 1 = 250/250PP
  5. Power Level: 10 (150/154PP) Trade-Offs: +2 Toughness / -2 Defense Unspent PP: 4 In-Brief: Experimental life form with the mind of a teenager Alternate Identities: Ralf Steiner Identity: Public Birthplace: Munich, Germany Occupation: Student Affiliations: None Family: Andrew Steiner (adopted father) Age: 2 (though mentally around 16) Gender: Male Ethnicity: ??? Height: 5' 8" Weight: 175 lbs Eyes: Green Hair: Black (usually) Description: In his raw, undisguised form, Ralf is a slender, vaguely humanoid blob with large, muscular looking limbs. He tends to look more than a little monstrous when not in disguise, sporting a large maw and large, glowing yellow eyes. His Claremont uniform typically consists of little more than a pair of baggy blue pants and a pair of black bracers that cover half of his forearms. Though he can look any way he pleases for the most part, he tends to walk around on the day to day looking like a teenager, based largely off of a picture of his creator when he was younger. In this particular form, he's a tall, somewhat gangly young man with black hair and green eyes. Power Descriptions: Ralf is a vaguely humanoid gelatinous blob, able to stretch his body and pass between a liquid-like and solid state almost at will. Because his entire body is a weapon, he uses it as such in often inventive ways, striking with mallet-sized fists (or actual mallets!) from a significant distance. History: Andrew Steiner was tasked by SHADOW to create a weapon: a life form that could cause untold destruction while being durable enough to withstand anything that any hero could throw at it. After years of development, he created an amorphous blob creature named RALF: Recombinant Artificial Life Form. It had everything that SHADOW asked it for--strength, durability, and the potential to cause significant destruction if mass produced. During the testing and experiments, however, Steiner noticed that his creation had odd quirks. While it didn't require sustenance in the traditional sense, it snatched a candy bar from an unwitting technician and immediately ate it. And it seemed to enjoy it. After six months, it began mimicking the speech of those around it. In time, it learned not only to speak, but to read and write as well. It started asking question, learning at a rapid rate with the curiosity and innocence typical of a child. Steiner realized what he had created, and that handing RALF over and turning him into a weapon would be a terrible mistake. This fact became all the more clear when RALF was put into combat testing and showed a clear reluctance to harm living targets, constantly questioning his handlers. Steiner fled to America, taking RALF with him. Giving him a name and instructing the still evolving life form to disguise himself in a form fitting his intellectual age, Steiner contacted Claremont Academy to put Ralf in their care before he disappeared. Personality & Motivations: Ralf is a playful individual, always quick with a joke or a witty retort. At a glance, he seems to take almost nothing seriously, and his general nature and energy border on the hyperactive. Still, he knows his situation and rails against the idea of someone else using him to harm others. His lessons in morality are, in his mind, a personal connection to the man who created him, and he'll do whatever he has to in order to honor it. Ralf is an uncompromisingly honest person--perhaps a little too honest. In most matters, he doesn't really know how to pull his punches, either physically or emotionally, which can often lead to a little bit of awkwardness and unintended friction with other people. He knows he's not perfect, however, and that's just one of many things he needs to learn. Powers & Tactics: Ralf tends to use his superior physical strength and durability to his advantage, and is perfectly fine with wading into a fight, fists swinging. His ability to stretch his limbs only lends to his preference for slugging it out with an opponent, and his elusive nature is often used as a distraction to allow heavier hitters to take advantage of the situation. His unusual body structure allows him to use more than just his arms as weapon; able to bounce from place to place, climb and suspend himself from walls, and use his entire body to snare opponents, Ralf can be incredibly unpredictable, but the constant is always about his mobility. Complications: Enemy: SHADOW wants its biological weapon back. It Ain't Easy...: All of Ralf's humanoid forms have green eyes. Keep It Together: Ralf has a tough time maintaining a disguise in the presence of water. While he can at least keep his basic form intact, anything more doesn't hold up, even rain. Sweet Tooth: Ralph can eat just about anything. Though he has no appetite to speak of, he can't resist sugar. Trophy Hunter: Ralf often feels like everything he does needs commemorating, and often looks to collect souvenirs from encounters. Abilities: 0 + 8 + 24 + 2 + 0 + 4 = 38PP Strength: 10/30 (+10) Dexterity: 18 (+4) Constitution: 34 (+12) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 (+10 melee) Grapple: +28 Defense: +8 (8, +0 Dodge Focus) / +4 flat-footed Knockback: -6 Saving Throws: 0 + 2 + 6 = 8 PP Toughness: +12 Fortitude: +12 (+12 Con, 0) Reflex: +6 (+4 Dex, 2) Will: +6 (+0 Wis, 6) Skills: 32R = 8PP Acrobatics 4 (+8) Bluff 10 (+12) Disguise 4 (+6) Escape Artist 0 (+9 Elongation) Intimidate 4 (+6) Language (Native: German; English) Notice 4 (+4) Perform (acting) 3 (+5) Stealth 2 (+6) Feats: 5PP Attack Focus (melee) 2 Distract (Bluff) Improved Grab Improved Grapple Powers: 6 + 6 + 5 + 23 + 7 + 6 + 6 = 59PP Elongation 5 (100 ft range, 50 ft increments, +5 Escape and Grapple) [5PP] AP: Leaping 5 (x50; 250/500/1000 high/standing/running jump) [1PP] Immunity 6 (Critical hits, disease, poison, suffocation) [6PP] Insubstantial 1 (fluid) [5PP] Morph 10 (Broad--any humanoid, +50 disguise) [23PP] AP: Bouncing 9 (PFs: Move-by Action, Ricochet) [1PP] AP: Enhanced Strength 20 [1PP] AP: Snare 10 (Flaw: Distracting, Ex: Engulf, Regenerating) [1PP] Regeneration 6 (Injured 6 [1/round]; PF: Regrowth) [7PP] Super Movement 3 (Slithering, Sure-Footed 1, Wall-Crawling) [6PP] Super Strength 3 (+15 STR, heavy load: 6.4 tons) [6PP] Drawbacks: -0PP Abilities (38) + Combat (34) + Saving Throws (8) + Skills (8) + Feats (5) + Powers (59) - Drawbacks (0) = 150/154 Power Points DC Block Attack Range Save Effect ============================================================================ Unarmed Melee DC25 TOU [Staged] Damage [Physical] Snare Melee DC20 Reflex [Staged] Bound/Entangled
  6. December 1, 2015 Riverside 5:30 PM Gina Evans wasn't driving her car - she had Emerson for that. At least until Emerson gave her the warning beep that something was happening that required her attention. They'd been stopped for several minutes now in this small Riverside sidestreet, a shortcut Gina's mapping programs had uncovered months earlier when she'd begun her psychological visits to Dr. Franklin at Freedom Hall. Today's appointment had supposed to end with coming home to a pleasant dinner with Steve, but heavy traffic and now a police barricade had obstructed her travel plans. There were three other cars on the street with her, an SUV, a taxicab, and a luxury sportscar just ahead of her. She could see the man in the sportscar, wealthy from what she could see and the vehicle itself, cursing in frustration at the police cars in front of them. There were two police cars; each one blocking one lane of traffic, both with their lights flashing. The officers were engaged in setting up a barricade with traffic cones and road flares, occasionally stopping to converse with each other, but she couldn't make out what all the fuss was about. Behind them, their little mini-traffic jam was suddenly joined by a full-sized police SWAT transport truck! The truck, coming in so fast Gina could hear the squealing of its tires, made a neat pivot as it reached their alley, swinging like a door to block them in from the rear, too. SWAT officers poured out of the SWAT truck too, fully armed and in full body armor, and began the process of setting up another barricade behind them.
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