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"Of course there is," Casey whispered through the side of her mouth. "Why would they want to make our job any easier?" Miracle Girl decided to start looking for unusual anatomy or body temperatures, in the hope that any aliens might be more noticable that way; of course, this led to a little discrete peeking under clothes (eek!) with her penetrating vision, but these were the sorts of risks you had to take in this business!
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Character Name: Red Queen Power Level: 10 (175/175pp) Tradeoffs: Defense -4/Toughness +4 Unspent PPs: 0 Alternate Identity: Faye Spenser Height: 5' 10" Weight: 138 lbs Hair: Reddish-brown Eyes: Black Description: Faye is an attractive woman of athletic build in her mid-thirties, who wears her hair short. She favors jackets and slacks of a professional masculine cut, though her extensive wardrobe features a wide range of styles, including some lovely dresses. History: Faye Spenser is a user, and has been all her life: the only child of a moderately wealthy Dublin banker, she long ago learned how to pester and wheedle until she got exactly what she wanted. She's also always been interested in things that are forbidden, be it the local bad boy, street drugs or the occult, and pursued all of the above fervently. Several years ago she met an experienced magus in a London pub; they proceeded to have a torrid love affair that lasted almost two years, during which she was a most avid pupil of the magical arts. After she learned all she could from him, she stole several of his darker texts and went into seclusion to study them in detail. In an abandoned Yorkshire farmhouse, she opened a portal to a nameless dimension, home to many mad gods long thought dead; she made horrible pacts with these gods, offering herself as their servant on Earth, their tool for spreading chaos and despair. In exchange for her service, they taught her the darkest of magicks, which she has used in a very effective criminal career. Now a sorceress of great power, she travels the world freely, committing remarkable thefts and quiet assassinations for the highest bidder; she only dates men who have something to teach her, and she has dated mercenaries, safecrackers and terrorists in her pursuit of knowledge. Using her ill-gotten gains, she had an underground bunker constructed under the Icelandic Highlands, which she chose for both its splendid isolation and access to free geothermal power; she paid the contractors well, and after allowing them a week to enjoy the fruits of their labors, she hunted them down and killed them to a man, the regrettable cost of preserving her secrets. She detests trains and airplanes (she finds them far too cramped), but thankfully never has to use them. When she's not working, she loves to tour the world's art galleries; her Icelandic bunker is decorated with a wide array of paintings, etchings and sculptures, all of course stolen, and she has impeccable taste. Abilities: [0 + 6 + 2 + 6 + 8 + 4 = 26pp] Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: [12 + 12 = 24] Attack: +6 Grapple: +6, +16 w/TK Defense: +6 (+3 flat-footed) Knockback: -10; -0 w/out Force Field Initiative: +3 Saves: [7 + 6 + 4 = 17pp] Toughness: +14 (Imp 7); +1 w/out Force Field Fortitude: +8 (+1 Con, +7) Reflex: +9 (+3 Dex, +6) Will: +8 (+4 Wis, +4) Skills: [120r = 30pp] Acrobatics 12 (+15) Bluff 13 (+15) Computers 12 (+15) Concentration 7 (+10) Disable Device 12 (+15) Intimidate 4 (+6) Knowledge (Arcane Lore) 5 (+8) Knowledge (Art) 4 (+7) Knowledge (Streetwise) 5 (+8) Notice 11 (+15) Search 11 (+15) Sleight of Hand 12 (+15) Stealth 12 (+15) Feats: [15pp] Accurate Attack All-Out Attack Contacts Equipment 5 Improvised Tools Power Attack Precise Shot x2 Ritualist Skill Mastery 2 (Acrobatics, Bluff, Computers, Disable Device, Notice, Search, Slight of Hand, Stealth) Equipment: Headquarters Size: Tiny Toughness: 15 Features: Computer Concealed Fire Prevention System Gym Isolated Library Living Space Power System Security System General equipment: Cellphone, comlink, flashlight, PDA Powers Flight 3 (50 mph / 500 feet) [6pp] Force Field 13* (Extra: Impervious 7; PF: Subtle 1) [21pp] Immunity 9 (Life Support, Sustained, Linked w/ Force Field) [9pp] Magic 10 (PFs: 7 Alternate Powers/Spells) [29pp] BE: Strike 10 (Extra: Penetrating; PFs: Attack Specialization 2 [+10 to hit]) AP: Blast 11 AP: Comprehend 4 (Languages) AP: Dimensional Pocket 10 (PF: Precise) AP: ESP 10 (Global + Moon, Visual: PFs: Subtle 2) AP: Illusion 6 (Auditory & Visual; PFs: Progression 2) AP: Telekinesis 10 (Str 50; PFs: Precise, Subtle) AP: Teleport 10 (Global + Moon) Super-Senses 1 (Magical Awareness [Mental]) [1pp] Drawbacks: Power Loss (*when unable to gesture -3) DC Block Unarmed -- DC 15/Toughness -- Damage Blast -- DC 26/Toughness -- Damage Dimensioal Pocket -- DC 20/Reflex/Will -- Confinement Illusion -- DC 16/Will -- Belief Strike -- DC 25/Toughness -- Damage PP Totals: Abilities 26 + Skills 30 + Feats 15 + Powers 66 + Combat 24 + Saves 17 + Drawbacks -3 = Total: 175
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"Sure, okay," Casey replied with an absent nod as she took another sip of coffee, taking in the house with a casual sweep of her eyes; Dancia kept the place clean, one of the advantages of being a homeowner with super-speed. Casey's dorm room was almost equally spotless now that she had the room to herself. Finally, her gaze landed on Centurion, and it was not a pleasant experience. Casey thought of herself as an animal lover, but had always preferred dogs and horses; she'd never quite gotten cats. They were a bit foo fussy and didn't like to roughhouse, and their litterboxes smelled awful. The staredown between human and feline lasted for several seconds before before the blonde heroine finally broke the silence. "Hi, Kitty," she said in an eerie imitation Katie's voice, just to see what he would do.
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Gossamer felt the shockwave all the way down to her boots, and then felt a sudden wave of nausea in the pit of her stomach. "Oh god, it's happening!" Her hair unfurled from a parasol into a golden cloud that hovered around her, one tendril reaching out to grab a first aid kit as she followed hot on the heels of Agent Pepper, still toting her scanner. Estelle then formed her hair into sort of soft cow catcher to part the crowd before, bellowing as loudly as she could to give people a chance to get out of the way. "Look out, look out, science team coming through!"
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pl10 Crystal-Gazer (PL10) - Heritage (Titanium)
Heritage replied to Heritage's topic in Archived Characters
I listed 'psionic' at the top of all the powers, but should I put it after each power instead for clarity's sake? And do I need to be more specific than just psionic? Not sure if the pre- and postcognition count as 'telepathic'.- 9 replies
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Casey was in a very good mood this afternoon; she'd managed to get into all her first choice classes this term, and things were on track for her summer abroad next year. Life at Pi Epsilon Delta was fantastic, with a great group of friends and real sense of community. She'd been a bit of a wallflower back at Claremont, but here at FCU she was truly starting to blossom. And now she was getting to be a tutor! The whole thing was her fellow Pi Steph's idea, and she embraced it fully. After all, with her super-speed homework hardly took up any of her time, so why not use all that extra time to help out her fellow students? All she knew about her first pupil was his name was Raphael, he was from a city in northern France, and that he was into math and science. Oh, and his accent was amazing. Stepping into the common room of the union, she quickly scanned the crowd, her incredible eyes absorbing a tremendous amount of detail. At last, she spotted a French passport inside a book bag, and she began to make her way over to the young man's direction, carrying two piping hot large coffees and a bag full of creams, sugar and fresh pastries, her own daypack over one shoulder. However as she got closer, her pace slowed a bit as she began to really take in Monsieur Raphael Valcourt (she double checked his name on his passport). First of all, under the casual grunge of his hacky sack chic he was cut. Not like a weightlifter or even an ordinary athlete, but like a dancer or gymnast. Lithe. Sculpted. Despite herself, Casey slipped a peek or two beneath his loose sweatshirt, and it was like looking at a panther, and she felt her cheeks go pink. Good God, he was built! "Hi!" she blurted out a bit too loudly as she stepped up to his table. "Are you Raphael? I'm Casey. Your tutor!" She heard herself laugh for no reason as her right hand shot out for an awkward but surprisingly firm handshake, one of the coffees transferred to the crook of her arm. Raphael saw a very pretty, very American blonde girl in blue and white sorority sweats, athletic shoes and black plastic framed glasses. Her hair was up in a practical ponytail, and a hiker's daypack was over one shoulder. She look a little flushed, like she'd just been running.
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pl10 Crystal-Gazer (PL10) - Heritage (Titanium)
Heritage replied to Heritage's topic in Archived Characters
Awesome, thanks TA!- 9 replies
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pl10 Crystal-Gazer (PL10) - Heritage (Titanium)
Heritage replied to Heritage's topic in Archived Characters
I can't seem to get her picture any smaller or fix the font size in her description; any help would be appreciated!- 9 replies
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Name: Crystal Gazer Power Level: 10/10 (156/170PP) Tradeoffs: None Unspent PP: 14 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 10 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -5 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 84R=21PP Bluff 15 (+20) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+20) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Civics) 1 (+3) Knowledge (Current Events) 1 (+3) Knowledge (Earth Science) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Pop Culture) 1 (+3) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 8PP Equipment 1 Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Equipment: 4 + 1 = 5EP Heavy armored suit: Protection 4 [4EP] Laptop: [1EP] Powers: 7 + 38 + 8 + 14 = 65PP (Descriptors: all psionic) Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic) Psionics 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] (Telepathic) BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33} AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic) BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (30) + Combat (18) + Saving Throws (12) + Skills (21) + Feats (8) + Powers (67) - Drawbacks (0) = 156/170 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
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Sorry for the delay! Getting through my knee surgery was my primary goal the last few days, but now I'm here to post!
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Working on one right now, so I'll put her in here! Name: Lulu Beaumont Codename: Crystal-Gazer Year: Sophomore Pronouns: She/Her Roommate: Anyone will do. Goal: Avoid my family, learn to use my powers better, explore Freedom, make new friends. Favorite High School Movie: Can't Hardly Wait or She's All That. The 90s had the best teen movies!
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This is a new student I'm working on for Claremont, based on AA's Psychic build. Lulu is a young woman who grew up in a somewhat trashy family in the South, and comes from a long line of women who reportedly have 'the gift', aka psychic abilities. Lulu's mother, grandmother and great-grandmother have run a fortune-telling business out of little house in a small town. Lulu is the first child in several generations to actually show signs of the true gift. Needs lots of work, especially fluff.
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Name: Crystal Gazer Power Level: 10/10 (150/150PP) Tradeoffs: None Unspent PP: 0 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Janet Lewis (foster parent), Roger Lewis (foster parent) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Though she's already chosen a heroic name ('Crystal Gazer’, after the derogatory nickname her dad gave to her mother), she's yet to design her own costume. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 8 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -1 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +8 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 56R=14PP Bluff 12 (+16) Skill Mastery Concentration 12 (+17) Disable Device 4 (+6) Drive 4 (+5) Knowledge (Arcane Lore) 1 (+6) Knowledge (Streetwise) 3 (+5) Skill Mastery Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 7PP Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Knowledge [Streetwise], Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Powers: 13 + 36 + 8 + 14 = 71PP (Descriptors: all mutant) Enhanced Feats 13 (Defensive Roll 8 and Dodge Focus 5) [13PP] Psionics 16.5 (33PP Array, Feats: Alternate Power 3) [36PP] BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (28) + Combat (18) + Saving Throws (12) + Skills (14) + Feats (7) + Powers (71) - Drawbacks (0) = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
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Casey nodded as she replied mentally, adjusting the hang of her dress as headed for the stage entrance; at the last minute, she took of her glasses and handed them to Steph, a bold decision that just felt right. Okay, will do! Just be ready to cause a distraction if need be; I can change into my Miracle Girl outfit pretty fast, but it's a lot easier if no one's looking my way! Walking in heels wasn't nearly as hard as she thought it would be; of course, her super-strength and ability to fly helped just a bit with the balance part of it. As she waited her turn in the wings, she scanned the gathered faces with her amazing eyes, cycling between her various types of vision, searching for anything that looked out of place.
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"You know, I've never been to space? My dad has, a few times; he visited the Lor homeworld and everything. You know, before the-" Her father, Col. Steve Blankenship, aka Vigilant, had actually cried the day he heard about the planet's destruction. He hadn't been there in many years, not since he was a young hero, but as he described it, he'd spent a decent amount of time there. Casey suspected he'd left friends behind there, possibly someone more than that. His reaction made the loss of that distant planet much more real to her, and she vowed to always treat its loss with the respect it deserved. After, how sad would it be if no one mourned the Earth after it was gone? Shaking her head to drive away the sudden wave of melancholy, she beamed at her new 'boss'. "We'll have to go visit space together sometime; you can show me all the sights."
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Where is Estelle in relation to all this? Having a hard time picturing it.
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Crystal-Gazer (36) Adventuring Time! (3) And Carnal Forebearance (4) Assemble! (6) First Day Jitters (9) Last Gasp of Summer (1) S.H.A.D.O.W. of Doubt (2) Shop Till You Drop (11) Gossamer (8) Texan BBQ (8) Grimalkin ()[Maxed] Miracle Girl (8) Hero Worship (4) J'apprends (2) Ooooh Fashion (turn to the Left) (2) Shrike () All points from Grimalkin go to Shrike
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Estelle winced and nodded. "Of course, my mistake. Nanomachines are such a bogeyman that we so-called 'heroes' have a tendancy to see them everywhere." She took the sensor and tested its heft; it appeared to be a sturdy piece of equipment. "Right, then. 'Lead on, MacDuff.'" The chemist motioned for the agent to lead the way. As they continued to walk, Gossamer indicated the town in general with a wave of her hand. "The timing of all this is unfortunate; have any extra precautions been taken due to the large amounts of visitors currently in Redhill? We could be looking at a potential Legionnaire's scenario," referring to the famous 1976 outbreak of L. pneumophila
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This is all very exciting! Still a bunch of work to do, especially in fluff, but there's some point work that I think needs to still be done too. Need to check my math, for one thing!
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Player Name: Heritage Character Name: The Shrike Power Level: 10/12 (180/180PP) Tradeoffs: Defense +3/Toughness -3 Unspent PP: 0 In Brief: Snarky barista/musician with two magical artifacts. Alternate Identity: Gretchen McDaniels Identity: Secret Birthplace: Portland, ME Occupation: Barista/bookseller/personal crime-fighting assistant Affiliations: Grimalkin, Silberman's Books Family: Evelyn Woolsey (mother, deceased), Mark McDaniels (father), Caroline Clement (aunt), Lynn Epstein (girlfriend) DOB: November 21, 1991 Gender: Female Height: 5'1" (5'4" in costume) Weight: 113 lbs. Hair: Brown Eyes: Blue Gretchen is an attractive young woman in her mid-twenties; she tends to keep her brown hair loose, and has a lightly-muscled athletic build. She has several tattoos on her body, including bars of music on both forearms, inspirational lyrics on various parts of her torso, and the words 'The Future Is Unwritten' on the four knuckles of her left hand. Her ears bear multiple piercings, mostly a mix of rings and ear spikes. Gretchen usually doesn't wear much makeup, but she experiments with lips gloss and eyeliner. As far as clothing goes, she sort of falls into the 'hipster chick' look, mostly because she just hits the same resale shops she favored as a FreeSA student, so comfortable jeans, hi-tops, combat boots, fatigue jackets, plaid shirts, t-shirts, vests, etc. When she's feeling frisky, she'll show some skin (typically a more revealing top), but if she's feeling antisocial, she'll dress down. She often wears rings and bracelets, but always has a silver ring with a large red stone on her left index finger. The Shrike is a mysterious figure wrapped in black; her costume is a mostly black armored jumpsuit with silver accents, topped with a hawk-like silver half-face mask bearing a large ruby in the middle of her forehead. Her heavy reinforced boots add three inches to her height to make her slightly more intimidation, and her gloves are padded for extra protection. A black hooded cloak reaches down to her ankles; the hood helps to hide her features a bit better, and the cloak softens her outline in the shadows. A small carbon fiber shield is strapped to her right arm, which she keeps on her back when not in use. A silver ring with another ruby is visible on the index finger of her left gloved hand. History: For most of her life, Gretchen McDaniels has been disappointed; by a father who abandoned her mother to raise a child alone, by a world that seems more concerned with money than reducing human suffering, and by a music industry obsessed with churning out catchy crap. Growing up in Portland, Maine, young Gretchen was drawn to the performing arts from an early age; her mother Evelyn was a successful attorney specializing in labor law, and though their family was small it was full of love, and the budding musician never lacked for love and encouragement. There were piano lessons and violin recitals, and Evelyn couldn't be prouder. But then when Gretchen was fourteen, her mother was killed in an accident while driving home in a New England ice storm; with her father nowhere in sight, it was decided it would be best for the girl to live with her free-wheeling aunt Caroline in Freedom City. Moving to a much larger city during her freshman year of high school, especially right have her mother's tragic death, proved to be particularity painful for the introverted girl, and she began to slowly build walls around herself. However Caroline, who was also musically inclined, offered something to Gretchen to help with the pain: classic punk rock. The anger, passion and energy of the music struck a chord with the unhappy girl, and even though she often struggled to express her grief and frustration through words, she could always turn to punk to feel better Eventually graduating from FreeSA with a degree in Musical Performance, Gretchen found her BFA opened a few doors but didn't lead to steady employment, so like many recent college graduates she turned to the world of retail to make ends meet. She frequently found herself 'working with idiots to serve idiots', and her dry humor and rather surly demeanor did little to enamor her to either her coworkers or customers. In time she got a job at Slberman's Books in the West End, and her life has never been the same. Due to a rather bizzare set of circumstances, Gretchen now bears the Gifts of the Magi, once borne by Lynn's great-grandfather Ira Silberman, aka the Amazing Al-Kazar; these two magical artifacts adapt to their user, so her costumed identity is very different from her predecessor's. After having been in a committed, very intimate relationship with Lynn for over two years, Gretchen felt the need to make a change; it's not that her feelings for Lynn had lessened; in fact, they'd grown more intense. But Gretchen nonetheless felt the desire to get some space, to work through some things, and do some solo crimefighting on her own. After much discussion over the course of a long summer road trip, Gretchen and Lynn came to an agreement. Gretchen would help open a new Silverman's Books location in Emerald City, under her own management and operation. The two would still remain dating, but had permission to see other people, though they would still be very much a couple connected by strands of magic. This whole situation is very new, but Gretchen hopes it will help her shake off the feeling that she is being smothered by someone she loves. After a year, both parties will review the situation and go from there. Personality & Motivation: Gretchen is keenly aware of life's injustices, but for most of her life, she felt powerless to do anything about it; but now, inspired by her mysterious employer Lynn Epstein, she found that she can make a difference in small ways, and as the equally mysterious Shrike, she can do even more! Her attitude is frequently seen as caustic or sarcastic, but it secretly hides a big caring heart that she tries to wall off from the dangers and disappointments of the world. Though she doesn't like to use labels like 'bisexual', Gretchen has dated both men and women in her life; she finds men to be uncomplicated and easier to get along with, but women to be more challenging and rewarding in the long run. In any event, she's never been very good at maintaining long-term relationships, due to her extremely guarded and somewhat negative attitude. Powers & Tactics: The Shrike's combination of flight, stealth and ranged attacks make her an ideal infiltrator and combat 'sniper', and the psychokinetic power of the ring allows her to grab and detain foes as well as move objects and remove obstacles with ease. The Gifts are now better attuned to her personality, unlocking several new powers, including creating a sort of 'magic grenade' that greatly increases her combat flexibility. Complications: Give a Guy a Break: Gretchen has a tendency to not take men super-seriously, seeing them as rather uncomplicated creatures; this underestimation may cost her. I Don't Like Labels: Gretchen has dated both men and women in her life, though never for very long; this attitude may bother those with more traditional values. Secret Identity: The Shrike has been told how important it is to maintain a secret identity, especially if you're not a shapeshifter! The Distance Between Us: Gretchen and Lynn are attempting maintain an open, long-distance relationship assisted by magic. It's challenging and very much I'm work in progress Abilities: 2 + 6 + 4 + 6 + 4 + 4 = 26PP Strength: 12 (+1) [Heavy Load: 130 lbs] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 24 = 36PP Initiative: +3 Attack: +6 Ranged, +6 Melee, +10 Ring of Power Grapple: +7, +16 Ring of Power Defense: +12 (+13 w/Shield) Knockback: -10 (-1 without Cloak) Saving Throws: 8 + 7 + 8 = 23PP Toughness: +2/+7 (+2 Con, +2 Defensive Roll, +3 Protection [EP]) Fortitude +10 (+2 Con, +8) Reflex +10 (+3 Dex, +7) Will +10 (+2 Wis, +8) Skills: 152R = 38PP Bluff 8 (+10) Computers 12 (+15)* Craft: Chemical 2 (+5) Craft: Electronics 12 (+15)* Disable Device 12 (+15)* Drive 2 (+5) Gather Information 3 (+5) Investigate 7 (+10) Knowledge (Arcane Lore) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 7 (+10) Knowledge (Streetwise) 2 (+5) Knowledge (Tactics) 2 (+5) Knowledge (Technology) 7 (+10)* Medicine 3 (+5) Notice 8 (+10) Perform (Keyboards) 13 (+15) Perform (Singing) 13 (+15) Perform (Stringed Instruments) 13 (+15) Search 7 (+10) Sense Motive 8 (+10) Stealth 7 (+10) Feats: 8PP Attack Specialization 2 (Ring of Power) Defensive Roll 2 Improvised Tools Inventor Precise Shot Skill Mastery* Equipment: 0PP (40EP from Rewards) Silberman's Northwest (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Library Living Space Powers 6 (144PP, see below) Security System 2 (DC 25) Workshop Shrike's Gear Armored Jumpsuit 3EP Small Shield 1EP Laptop 1EP Tactical Harness [20EP Utility Belt] Tear Gas grenade (ME: Dazzle 4 + Nauseate Explosion 4) [18EP] Flash-Bang grenade (AP: Dazzle Burst 4) [1EP] Smoke grenade (AP: Obscure 2 [visual])[1EP] Powers: 17 + 32 = 49PP (All have Magic descriptor) Device 4 (Helm of Truth, Magical Helmet, 20PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [17PP] Comprehend 2 (All Codes and Written Languages) [4PP] Super-Senses 16 (Danger Sense, Magic Awareness [Visual, Analytic, Extended, Tracking], Vision Counters Concealment, Illusion, and Obscure [All]) [16PP] Device 9 (Ring of Power, Magical Ring, 40PP, Flaws: Hard-To-Lose) [32PP] Magic Blast Array 10 (23PP Array, Feat: Alternate Power 3) [26PP] Base Power: Ranged Damage 10 (Power Feats: Affects Insubstantial 2, Precise) [23PP] Alternate Power: Ranged Burst Damage 6 (Power Feats: Affects Insubstantial 2, Selective, Triggered 2) [1PP] Alternate Power: Move Object 10 (Strength 50, Heavy Load: 12 tons. Power Feats: Precise, Subtle) [1PP] Alternate Power: Insubstantial 4 (Power Feats: Selective, Subtle 2) [1PP] Dimensional Pocket 1 (Flaw: Limited [Storage only], 100 lbs.) [1PP] Flight 5 (250 mph) (Power Feats: Subtle 2) [12PP] Super-Senses 1 (Communication Link [with Grimalkin]) [1PP] Abilities 26 + Combat 36 + Saving Throws 23 + Skills 38 + Feats 8 + Powers 49 - Drawbacks 0 = 180/180 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness Damage (Physical) Blast Ranged DC25 Toughness Damage (Physical) Flash-Bang Ranged DC14 Reflex Dazzled Magic Bomb Ranged DC21 Toughness Damage (Physical) Smoke Grenade Ranged - - - Obscure (visual) Tear Gas Ranged DC14 Reflex Dazzled and Nauseated
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Since becoming 'enhanced', Dr. Estelle de Havilland had more or less accepted the fact her normal life, or as normal as it could be growing up in one of the world's wealthiest families, was a thing of the past. She was used to standing out in the crowd, and she shouldered it with relative ease and good humor. So here she was, tall, blonde and striking in her sleek blue and white 'action suit', computerized armband on her left forearm and sporting a photographer's vest for it's many pockets. Her amazing golden hair was formed into a sort of parasol about three feet across to shield her from the intense Texas sun, and it dipped and bobbed as she looked about. When she spoke, it was in a perfect Mid-Atlantic accent, the product of far too many years of prep school and elocution lessons. "Do we have any samples yet? Can it be sampled? If it truly are dealing with some sort of self-replicating nsnomachines, we may need to use some sort of force field technology to hold it, and I doubt we've got anything like that in the van."
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Would Gossamer have access to field testing equipment, like maybe some sort of miniature gas chromatograph–mass spectrometer? If our world allows for the equivalent of a tricorder, I'll be ecstatic.
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Casey seemed to relax a little bit. "Thanks, all of you." She sighed and shook her head. "I'm not used to..." The blonde powerhouse indicated her outfit with a wave of her hand. "My dad ran a pretty strict household, and he was pretty critical if I ever dressed too...you know, sexy. I really appreciate all your support, and- " Suddenly she was overcome by emotion as tears spontaneously welled from her eyes; as a Girl Scout and wholesome 'daddy's girl', Casey hadn't had a lot of chances to experiment or play dress up as a child. And later as a jock, most of her clothes were chosen for comfort, durability and machine washability, and her best friend in high school preferred flight suits and safety gear. It was really only since she'd been a Pi that she finally felt she was able to spread her wings and embrace all sides of her femininity, and it had only been possible due to these amazing girls. Casey reached out and grabbed all her friends (Daphne, too!) in a powerful hug, lifting them all off the floor to giddily giggle as their feet dangled in the air. "Mmm, I love all you girls!"
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The journalism major's eyes went wide. "An actual byline? Oh wow, that's been my dream since I was little!" Casey was so excited by this news it took a few seconds for Dancia's first question to sink in. "Oh, uh, sure; black with two sugars, thanks." Then she plopped down into a chair, eyes a bit blank. "Other girls wanted to be princesses or ballerinas; even back then, I wanted to bring bad guys to justice." She looked up at the other paragon and smiled sheepishly. "My grandfather wrote for the Miami Herald for thirty-two years; I used to love to visit him at work when we were on vacation. I'll never forget the first time he took me down to the giant presses; 'the wheels of justice', he used to call them. I loved how darn noisy they were." If there was ever any doubt, on the unlikely chance Casey Blankenship ever bled again, it would obviously be printer's ink.