Jump to content

Avenger Assembled

Administrators
  • Posts

    23,145
  • Joined

  • Last visited

Everything posted by Avenger Assembled

  1. August 2019 The AEON Building Mark and Nina and Ritchie arrived at Alex and Mike's front door - which is to say, a ripple of magical energy in the air like a crackle of distant thunder turned into shifting, warping shapes that resolved themselves into Mark Lucas in his suit and tie, Monsoon in her glistening silver armor, and a very excited toddler. Ritchie liked his father's powers very much. "Boom!" he declared. "Boom!" He darted up quickly to Alex and Mike's door, laughing. Mark and Nina were just a few steps behind him, the former knocking on the door. (He knew not to just teleport into people's houses, even if they were expecting them.)
  2. How much action can we take? Can people start yelling warnings, evacuating civilians, etc?
  3. If you live in the World of Freedom, what do you know? 1. Superheroes have been around since World War II. Some people don't like superheroes but most people do. 2. Aliens are real. Some of them live right here on Earth. Some are good (the Lor), some are not (the Grue). 3. Some people say magic is real, but that's probably just a lot of bunk. 4. The city in the world with the most superheroes is Freedom City, New Jersey, a shining city of tomorrow! 5. The world's greatest hero was the Centurion - he died saving us all back in 1993. 6. The world's greatest heroes are part of the Freedom League. The Centurion lived in, and the Freedom League was headquartered in, Freedom City. Nowadays the Freedom League is headquartered in a satellite, though. 7. You've heard of people traveling in time and coming from other dimensions, but what are the odds that could actually happen to you? 8. The Terminus is an evil alien place. It's invaded Earth multiple times. They killed the Centurion; they killed lots of innocent people. 9. Some people get their powers from the Terminus. You're not sure about that. 10. A few years ago a giant face appeared on the Moon and told everyone the world was doomed, but the heroes put a stop to that. 11. Atlantis is real! So are Deep Ones - evil fishmen who want to eat your head. If you live in Freedom City, what do you know (besides what's above)? A. The Interceptors live in the West End. They're a team of pretty people who keep the neighborhood safe. B. You like Fleur de Joie (the plant lady), Gabriel (the angel guy), Gaian Knight (the rock guy), Tiamat (the dragon lady), and Velocity (the speedy lady) - they're the front line of the Freedom League! Comrade Frost is also on the Freedom League. C. AEON or the Albright Institute can help with superhero problems. D. Fast-Forward and Hologram are former supervillains who have a show on the Discovery Channel. E. Miss Americana is the beloved science heroine everyone's heard of. F. Ace Danger is an immortal adventurer from a family of adventurers - the Danger brand is on a lot of things, and has been for a long time. G. The Freedom League's ground headquarters, Freedom Hall, is in the center of town. H. Claremont Academy is a very, very exclusive prep school in Bayview. I. Nighthawk guards the Fens, the crummiest neighborhood in the city.
  4. Refunded! - Durf Spend six of Lady Horus's PP to buy off the remaining six reward points I used to buy Wadjet as a sidekick.
  5. Woodsman Power Level: 10/13 (190/195PP) Unspent Power Points: 5 Trade-Offs: +4 ATK/-4 DMG, +4 DEF/-4 TOU Identity: Secret Alternate Identity: Riley Smith Birthplace: Freedom City, NJ Legal Status: American citizen with no criminal record Base of Operations: San Sebastian Swamp, Vibora Bay Residence: Vibora Bay, FL Occupation: Survivalist Affiliations: The Misfits Family: Riley's only surviving family is his 'brother', the other Riley - a student at the University of Florida Vibora Bay Age: 20 (DOB: September 1, 1999) Gender: Male Species: Human Height: 5'7" Weight: 150 lbs Skin: Dark Hair: Shaved, naturally dark Eyes: Brown Character History: Once there was a boy born in a dying world where the greatest heroes had become the greatest monsters and where surviving day-to-day was a victory. The world made him harder and sharper, making him grow up far too fast by the standards of a normal place and time. When he crossed over to our world it seemed like liberation for him. A chance to go to a real school, to make real friends, to finally get those hormone treatments he'd always dreamed about that were far beyond the reach of his post-apocalyptic community. But it didn't quite work out that way. He found friends, even his first real girlfriend, and learned that superhumans weren't necessarily his enemy. But he never quite fit in, even among friends who weren't exactly the shining examples of perfection that many of his classmates were. The stink of his homeworld never seemed to leave him, inside and out, and sometimes he'd drive them away because he felt better about that. Then came the end of his schooling and it all fell apart - the people he loved almost lost everything because a bunch of killers were interested in him for his ability to kill, and his best girl lost her arm because of an order he gave. And his mother, who he thought he'd never see again, they embraced one last time before she returned to try and save the last survivors of a dying world. Then his other mother, the one who'd opened her home to him despite his anger and his violence, who'd shown him nothing but love when he didn't deserve it - she was torn to pieces by a monster from Hell even as his home burned to ashes around her. This last thing, this was too much. With a little help from Midnight and Wander, Riley Smith got on his bike after the Terminus Invasion of 2018 and he drove away - far down south, down to places like home where nature butted up against civilization. Down to places where he could forget what had happened, just for a little while. But sometimes there's no forgetting the past. That's the lesson of Vibora Bay. He lives in a small house in the middle of San Sebastian Swamp, a former hunter's cabin he fixed up after the hurricane. He supports himself with part-time jobs as a mechanic and bare-knuckle fighter down in the city. But what comes next? Physical Description: Riley Smith is short for a man but muscular, built like a welterweight boxer, and carries himself with an easy, natural athleticism. He still shaves his head every morning but has grown a goatee that's come in dark and thick. He wears jeans, button-up shirts, and boots most of the time, even when he's on his own - which he usually is. Stripped to the waist, he has a series of impressive scars on his chest covered by a tattoo of the word FREE in big black letters. Woodsman wears a baseball cap, balaclava, poncho, and matching outfit - he has colors for urban, arboreal, and night-time operations. He could be anybody but there's no way to know for sure. He wears black greasepaint around his eyes while in costume. Powers and Tactics: Woodsman doesn't like to fight - really! (most of his bare-knuckle fights aren't really fights at all in his experience) When he does get into fights they're fast and brutal. He'll start with an ambush, snipe from a distance, use cover, and won't otherwise hesitate to fight dirty. This is especially true if he's fighting powered opponents. He'll particularly seek to make opponents confused, frightened, and ready to surrender before he does something worse to them. Fighting fair is something corpses do in his experience. Personality and Motivation: Riley is grieving - grieving for a lost world and a lost family, and for opportunities lost that he didn't really know he had. Sometimes Riley feels so much older than his twenty - he's seen more and done more than most normal men twice his age. He wants to have a normal life but he doesn't really think that's possible. He wants to help other people but he thinks about the consequences of his 'heroism' every time he closes his eyes and sees the place where Nighthawk's arm used to be, or what happened to his mother, or a million other things. He's not the hero his friends turned out to be. Riley is a transman - top surgery, no bottom. (There's no money for that, anyway.) He'll occasionally slip down to a pride parade or some similar event in Vibora Bay. He'd like to have a girlfriend but he knows he hurts everyone he touches _and_ he's a disgusting castaway, so why bother? Complications: Family Ties: Riley's only living family is his brother, a college student in Vibora Bay. The two aren't close - especially since the other Riley blames this one for bringing the super world to their front door... Friends On The Other Side: Despite himself, Riley has some very interesting friends. Ghosts of the Past: The past is still very much with Riley. Monster I Am: Riley knows what he is and he doesn't like it. Pay Those Bills: Riley does not have much money left. Seriously?: Black and trans, Riley is a double minority. Those Monsters: Riley's views of creatures from, or influenced by, the Terminus is not a high one. Similarly he'll shoot a talking animal by reflex. Never know what they're planning. Abilities: 6 + 12 + 4 + 6 + 6 + 4 = 38PP Strength 16 (+3) Dexterity 22 (+6) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 20 + 16 = 36PP Initiative: +10 Attack: +10, +12 Woodsman's Arsenal, +14 Ranged Grapple: +16 w/Grappling Finesse Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 flat-footed, -3/-2 with costume Saving Throws: 5 + 4 + 5 = 14PP Toughness: +6/+4/+2 (+2 Con, +2 costume, +2 Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+6 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 136R = 34PP Acrobatics 9 (+15) Bluff 8 (+10) Climb 12 (+15) Skill Mastery Craft (Chemical) 7 (+10) Craft (Mechanical) 7 (+10) Drive 1 (+7) Escape Artist 4 (+10) Medicine 2 (+5) Skill Mastery Gather Information 3 (+5) Intimidate 13 (+15) Investigate 2 (+5) Knowledge (tactics) 7 (+10) Knowledge (technology) 7 (+10) Notice 12 (+15) Skill Mastery Perform (stringed instruments) 3 (+5) Pilot 1 (+7) Ride 1 (+7) Search 7 (+10) Sense Motive 7 (+10) Sleight of Hand 1 (+7) Stealth 14 (+20) Skill Mastery Survival 8 (+11) Feats: 38PP Acrobatic Bluff Attack Focus (Ranged) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Defensive Roll 1 Dodge Focus 6 Eidetic Memory Equipment 5 Evasion Grappling Finesse Hide in Plain Sight Improved Initiative Improvised Tools Jack of all Trades Luck 3 Master Plan 2 Power Attack Quick Draw Skill Mastery (Climb, Medicine, Notice, Stealth) Startle Takedown Attack Track [visual] Uncanny Dodge (Auditory) Equipment: Cabin in the Woods: 15EP Size: Small; Toughness: 15; Features: Concealed, Defense System 2 [Blast 10, Snare 10, various traps], Garage, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System, Self-Destruct, Workshop Cost: 0+2+13 = 15 EPs Motorcycle (PF: Subtle) Riley's motorcycle is a black custom-built 2007 Aprilia SXV, specially modified to run virtually silent. It's a good dirt bike and good street bike, and he has the know-how to keep changing up its appearance. Powers: 1 + 29 = 30PP Feature 1 (From Another Dimension) [1PP] Device 7 (35PP, Woodsman's Gear, Flaw: Hard to Lose, PF: Subtle [Concealable]) [29PP] Armory Array 10.5 (21 points; PFs: Alternate Power 8 ) [29EP] BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {21/21} AP: Blast 6 (crossbow; Extra: Penetrating 2 [as DMG 8]; PFs: Improved Crit 2, Improve Range 3 [1 200-ft. Increment], Variable Descriptor 2 [any technological]) {21/21} AP: Blast 3 (single large thrown projectile; PFs: Improved Critical 2, Improved Disarm, Improve Range 3 [1 200-ft. Increment], Improved Ranged Disarm, Indirect, Mighty 3, Ricochet, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]) {20/21} AP: Speed 1 (grapple gun, 10 MPH) + Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) {9/21} AP: Blast 3 (multiple small projectiles, thrown in rapid succession; Extras: Penetrating 4 (as DMG 10); PFs: Improved Critical 2, Improved Disarm, Improved Range 2 [2 100-ft. increments], Improved Ranged Disarm, Mighty 3, Ranged Pin, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawbacks: Reduced Range [5 20-ft. increments, 100-ft. Max Range]) {21/21} AP: Obscure 4 (malodorous smoke pellets; olfactory and visual, 50-ft. radius; Extras: Independent, Total Fade; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {19/21} AP: Paralyze 6 (paralytic dart; Extras: Alternate Save [Fort], Range [Ranged], Secondary Effect; Flaws: Unreliable 1 [5 Uses]; PFs:, Improved Critical, Improved Range 2 [2 250-ft. increments], Subtle; Drawbacks: Reduced Range 1 [5 50-ft. Increments, 250-ft. Max Range]) {21/21} AP: Snare 6 (bola arrow; Extras: Linked [Trip], Transparent; Flaw: Unreliable [5 Uses], PFs: Improved Crit 2) {14} + Trip 6 (Extra: Linked [Snare]; Flaw: Unreliable [5 Uses]; PF: Improved Throw) {7} {14+4=18/21} AP: Damage 5 (a veritable armory of melee weapons; PFs: Accurate, Extended Reach, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor 1 [bludgeoning, piercing, or slashing, any material]) {14/21} Enhanced Feat 1 (Second Chance (Survival checks)) [1DP] Immunity 1 (environmental heat) [1DP] Protection 2 [2DP] Super-Senses 2 (Infravision, Ultravision) [2DP] 29 + 1 + 1 + 2 + 2 = 35/35PP Totals Abilities 38 + Combat 36 + Saving Throws 14 + Skills 34 + Feats 38 + Powers 30 = 190/195
  6. A Weakness where Datalink acts like Mind Control? A Wis/Int drain in magnetic fields? Lots of ideas!
  7. Weakness (Requires Inorganic Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] - mmm. Feeding hardly ever actually comes up.
  8. "Well...all right, but nothing too racy," said Judy with a nervous laugh. She was warm in the seat next to Corinne, as usual downright fever-hot. "Ah don't want to, like, show my navel to everybody or anything." She'd come a long way from the girl who'd flinched a little every time she saw something other than human. "Should Ashley pull over? Ah mean, Ah don't want you to turn me into mah pants..." she continued, a little doubtfully. "Luckily this asshole in front of us is gonna make sure we're not going anywhere for the next couple of minutes," said Ashley who'd pulled out into Bayview traffic just in time to get stuck behind a slow-moving obvious tourist in one lane and construction in the other. She said a bad word, then another, thinking about their rendezvous schedule. At least this gave the backup team time to scramble. "You can go ahead and spice her up, then tell me where we're going."
  9. http://orokos.com/roll/751044 = 26 Comrade Frost knows about dem zombies http://orokos.com/roll/751045 = 16 Initiative
  10. Lemme see
  11. "I told you guys needed to cover your face more when you ran!" He shrugged. What could you do with rookies, anyway. "As for your guy, that happens with guys of a certain age," said Richard as he put his polarized sunglasses on and adjusted his pastel jacket. "They settle into their glory days and nothing can ever get them to move past it. Sad, really. All right, Solar Flare, I'll back your play," he said, gesturing for the younger woman to lead the way. "But if he does ask for an autograph when I get there, don't blame me," he said cheerily.
  12. What's the IC reason for it? Did she learn to duplicate herself because she had a bad breakup? Because that seems like Lynn should talk to somebody. ?
  13. "Don't say that," said Bolt, his mechanical voice firm. "The surest way to make sure you don't get a job is to tell people you don't deserve to have it. And that's what this is - a job." Bolt turned his face to the two women, back and forth, and said, "The Freedom League has plenty of shining gods who can look down on the Earth from their castle in the sky. We're looking for people who can have actual human lives when this is done. Can you tell me about your lives?"
  14. Note: This sheet uses the slot made available thanks to Watchdog and Daystar's recent edits. Angelic Identity: Secret Alternate Identity: Eira Katastroff Natt och Dag Birthplace: Sigtuna, Sweden Legal Status: Swedish citizen (minor) with no criminal record Base of Operations: Crabtree Building, Vibora Bay, Florida Residence: Vibora Bay, FL Occupation: SCIENCE Affiliations: The Katastroff Family Family: Bernhard Katastroff (Father) Magda Natt och Dag (Mother) Age: 17 (Date of Birth: January 1st, 2002) Gender: Female Species: Machine intelligence Height: 5'7" Weight: 150 lbs Skin: Pale/Silver Hair: Blue/NA Eyes: Blue/Blank White Orbs Character History: Eira Katastroff Natt och Dag is from one of the oldest families in Sweden; the Katastroffs can trace their maternal lineage back to the House of Vasa in the 1500s, while the Natt och Dag clan's heritage goes back to the medieval period. In the days of her ancestors, this would have meant a cloistered childhood in a castle, an education in sewing and household management, and eventual marriage for political purposes. But Europe's nobility is (generally) not what it is in old American movies. Though Eira was technically born in a castle outside the small town of Sigstuna, her family actually lives in a 19th century mansion nearby, and a significant portion of their income comes from renting the Natt och Dag castle out to the government for tourist purposes. Her father is technically heir to a great many noble titles but in day-to-day life is an investment banker, while her mother (of equally noble lineage) is actually one of Sweden's more successful tax attorneys. When she was four years old, she started getting sick - a sickness that grew worse and worse as she got older and older, until when she was eight years old it seemed like she wouldn't live another year. She couldn’t even pronounce the name of the disease until after her second birth - but it was in her heart, it was slow, and it would mean her death before she reached the age of 10. She remembers those days painfully; how sick and cold she was all the time, as if she would never get better again, the weeks, then months inside and outside of hospitals, how she hated the way other children could run and play when she was caged by her own failing flesh, and how sad it seemed that she was going to Heaven before she even learned to ride a bike. She believed in Heaven then, in the idea of a world where everything would be better even if nothing was good here. And then her uncle and his friends from America helped her. It took her some time to actually understand what had happened to her - her brain patterns had been carefully studied by some of the most powerful computers (and minds) on Earth, then reconstructed inside a computer even as her organic body died. From there her brain was uploaded into a new body; a cunningly-built robotic duplicate of her original physique. All she really knew was that she was healthy now, and could go into computers if she wanted, and if she had to learn how to control a body again - well it was still better than the failing one she'd had. If her parents had any hesitation about what had happened, a daughter who could run and play and hug them was a great balm to the mind. For her part, Eira was delighted to make new friends - to really get to know her uncle as more than just a smiling Jultomten figure, to meet American superheroes like her beautiful Tant Americana, like Sharl, who was like the older brother she’d never had, and friends of his who were like fantastic creatures from another life. Eira's childhood has been distinctly...odd, even if you leave out the superheroes - a body growing in fits and starts as advancing technology allowed for more and more upgrades, and as her 'flesh' was enhanced to match her aging mind. She remembers the day she chose to start her puberty, when a mental command at the age of fourteen awakened cunningly-concealed programming that she’s still learning how to cope with. Most of her education took place privately through hired tutors, and she made few friends her own age. But she’s an unparalleled genius (as well she should be) and by the age of sixteen had earned a bachelor’s degree in Computer Science from Stockholm University in Sweden. When the family business took her mother and father to America, she was delighted to follow - finally, a chance to learn and do more! Katastroff Industries is one of the largest investors in post-Michael Vibora Bay, with their headquarters on the twenty-third floor of the Crabtree Building. But Eira has other reasons to take an interest in Vibora Bay. Eira is all too well aware of the city’s reputation as a center of magical power, something that’s become a subject of great interest to her in the last few years. With an aunt who’s a ghost and friends who work wonders, she knows that magic is all-too-real - and that in particular, ghosts and a hereafter are real too. These are matters of great concern for Eira because she knows a secret. Her mind is an emulation of a living brain’s - but it is not that living brain. Perhaps when she’s older, she’ll accept that in the same way biological people shrug off the way their consciousness is severed by sleep every night. But she is not ready to accept that. She was a living brain, she no longer is - so what is it inside living brains that make them special? And what happens when they die? Vibora Bay is the perfect place to find out - the perfect place for Science! to master The Grave! Physical Description: When she can get away with it, Eira Katastroff Natt och Dag dresses like the metalhead she is. Usually this just means a black T-shirt emblazoned with bands she likes (she's a big fan of Arch Enemy, especially because some people say it's not real metal) and riveted jeans; but she likes to take the time to make really good outfits out of black leather and metal before she hits a concert. When she can't get away with it, she reluctantly dons the formal dresses and flowery blouses that befits a member of the Swedish nobility. (She has to make more public appearances than she'd like, primarily at the hospitals that her family's wealth helps endow.) She has long hair that she's dyed bluish-white, and when she can get away with it she likes to let it fall down across her face - though that's primarily just for a look. When she's working on a project, she pulls her hair back in a ponytail, pulls on a leather apron over her outfit, and goes to work. She likes to wear circular black mirrorshades that look vaguely steampunk. Angelic is the image of a techno-paragon - quite calculatingly so. No one would mistake her for human with her silver-chrome skin and metallic body, clearly an android that’s no one’s idea of human. (She doesn’t need to do this to use her powers, but it’s an effective disguise to make people think she does.) When she's 'powered up' her internal systems, her eyes crackle lightning white - the energy they throw off making it impossible to get a clear image of her face. She looks like an electric angel in the air , and that's the way she likes it. When she opens her wings, they look like chrome leaves crackling with electricity - making her the perfect Art Deco angel. Angelic speaks with a distinct throaty vibrato, rather different than Eira’s rather firm alto. She speaks English with a distinct Swedish accent. Her Galstandard is accented to a cunning traveler of the stars, but it's rather different - it's distinctly old-fashioned and rustic, the celestial equivalent of Appalachian English. Eira likes to wear eye-catching makeup, usually dark blue lipstick and eyeliner to match her hair and pale complexion, but will reluctantly don a more conventional appearance if she needs to fit in. She has several piercings and likes to move them around - after all, they don’t really cause her any pain and she can easily seal the holes up again. Currently she has both ears pierced (she likes to wear pentagram earrings, as they’re metal!) and her left eyebrow (it’s just a studded bar), the ones in her ears are iron and the one in her eyebrow is silver. Powers and Tactics: Angelic prefers to fight from a distance, hovering out of reach and throwing heavy objects at her opponents. She doesn't like to get her hands dirty with anything except machine oil. She does a distinct ritual with her fingers whenever she's about to go into battle; cracking her knuckles and spreading her fingers out just so; this has to do with tying into the circuits in her wings as well as powering up her internal magnetic coils. Her favorite recent innovation is her wings, an expandable frame of nano-edged metal that she can power up with her own internal energies. She looks quite fearsome wielding them in combat, blue-white lightning crackling from the across her wings. The main advantage to fighting hand-to-hand with her fists is that it's much less energy-intensive than her magnetic powers. Her powers are essentially electromagnetic in nature, so most likely power stunts will be themed around electricity or magnetism. Personality and Motivation: “Higher. Further. Faster.” Eira’s personality is one that looks for limits and pushes them as far as they’ll go - sometimes dangerously. Even she’s not immortal. She is just a robot angel cast in lightning. Eira is arrogant, as well she should be. She is considerably smarter, stronger, and tougher than most people she knows - her vast intelligence and tireless labor means that she’s already earned an online bachelor’s degree from the University of Stockholm. Eira also has lots of self-doubt, as many publicly arrogant people do - she wonders if she’ll ever have real friends or a romantic partner. She knows all too well how different she is from other people - and deep down she wishes she was a bit more like them. Part of the reason she likes listening to metal music is that it’s something normal teenagers like to do - but mostly it’s because she likes the sound. Eira likes fighting - though as mentioned elsewhere, she’s not particularly a fan of hand-to-hand combat. She enjoys the chance to apply her intelligence to bringing down enemies, and isn’t above pointing out to them exactly how she just did the thing she did to bring them low. Eira likes showmanship - though she’s still not entirely good at it. Eira identifies as a machine intelligence, though it’s not a fact she’s particularly eager to broadcast. (She doesn’t want to be a test case for Europe or America’s laws about the legal rights of machines, even if she’d probably win such a test case because of her family’s wealth and connections.) She doesn’t particularly identify with other machine intelligences as equals, but she would react violently and vigorously to any organic attempts to enslave other machine intelligences. After all, she knows where that’s going. Eira likes boys but deep down she doesn’t think any boy would want to date someone as smart as her. It occurs to her sometimes that it would be a simple matter of self-adjustment to be interested in dating girls, or both, or anything else she wanted, but that thought is thoroughly terrifying - besides, in her experience girls aren’t really that much different when it comes to appreciating her. Eira has some rather old-fashioned attitudes about the Norse pantheon, and regards their current resurgence as a sign of how many people have forgotten the lessons of World War 2. She is vigorously proud of the Fenriswulf, and of the family scandal some seventy-five years ago when her paternal grandmother was born as a result of a civil marriage between a scion of Swedish nobility and the painter from Norway he'd invited into his home in 1940. Complications: Domo Arigato: Eira is a robot; things that work on the living do not work on her, while things that work on machines work all too well. Family Ties: Though Eira has kept from the general public that she and Angelic are one and the same, she is still famous as Vibora “new money” - and her family ties in the city bring many obligations. Friends On The Other Side: From Fenris to the Storm family,. Eira has friends and family all over the world and beyond - but many of them have powerful enemies. Grounded: Eira’s magnetic flight doesn’t actually work outside of a large urban area. At all. Machine Within: Eira's skin has a tendency to get knocked around when she takes hard hits, sliding around loosely or even parting to show the wet pink polymer underneath. Her 'blood' is a magnetorheological fluid that looks like high-quality stage blood but is clearly not under the slightest serious chemical investigation. Her eyes are typically blue but glow blue if damaged. Not Included: Eira's internal power source is a powerful chemical battery rather than an internal power plant - this makes it relatively easy for her to repair and recharge herself, but it does mean she's vulnerable to being captured and disabled. Play With Magic: Some would say it is unethical to build cages to trap non-sentient necromantic energies and that perhaps it will only attract the attention of powerful and hostile extradimensional entities - but _is_ it? _Is_ it? Robot on Fire: Extreme heat can scramble Eira's powers at GM's discretion. Sh!t Bats: Eira's going through a bit of a punk phase right now. This Flesh: Is Eira's disconnection from the flesh a result of her cybernetic nature, or just because she's seventeen? Either way, she's eager to feel things - just not to show that she's feeling them. Uncanny Valley: Eira is perfectly human on the outside. But sometimes creatures, and people, with particular sensitivities will get a strange vibe off her - as if she is the dead brought back to life, or something that never was alive. Abilities: 4 + 0 - [10] + 12 + 0 + 0 = 6 pp STR 30/14 (+10/+2) DEX 10 (+0) CON n/a (-) INT 22 (+6) WIS 10 (+0) CHA 10 (+0) Combat: 8 + 8 = 16 pp ATK: +4 (+10 Energy Systems Array) DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) Grapple: +6/+17 Initiative +6 Knockback: -9/-3 Saves: 0 + 5 + 7 = 12 pp TOU +12/+6 (+6 Protection, +6 Force Field [Impervious]) FORT n/a REF +5 (+0 Dex, +5) WILL +7 (+0 Wis, +7) Skills: 12 pp=48 r Computers 4 (+10) Concentration 5 (+5) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Knowledge (Technology) 4 (+10) Languages 2 (English, Galstandard, Base [Swedish]) Medicine 5 (+5) Notice 6 (+6) Search 4 (+10) Sense Motive 10 (+10) Feats: 9 pp Dodge Focus 4 Equipment 2 Inventor Master Plan Speed of Thought Headquarters Crabtree Building Laboratory Size: Small; Toughness: 15; Features: Communications, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System, Workshop Cost: 0+2+8 = 10 EPs Eira’s headquarters represents her own little section of the family property in the Crabtree Building. She has gear there to make any necessary repairs to herself as well as continue her various cybernetic and other technological projects. It also has a sound system! Don’t worry too much about what’s in the boxes, it’s fine. Powers: 1 + 25 + 6 + 5 + 6 + 40 + 6 + 5 + 4 = 98 pp [all powers have the descriptor "technological"] Datalink 1 (wi-fi hookup; 10 feet, radio) [1PP] (magnetic) Energy Systems Array 11 (22PP, PFs: Accurate 3, Alternate Power 1, Drawback: Action 1 [Move Action] to change) [25PP] (magnetic) BE: Enhanced STR 16 (to STR 30/+10) {20} + Super-Strength 3 (Effective STR 45, Heavy Load 6 tons) {6} {16+6=22/22} AP: Magnetic Control 10 (Effective STR 50, Heavy Load 12 tons, PFs: Indirect, Subtle) {22/22} Flight 3 ('wings', 50 MPH/500 FPM) [6PP] (magnetic) Enhanced Feats 5 (diamond computer brain and magnetic polymer body; Beginner's Luck, Eidetic Memory, Jack of all Trades, Online Research, Quick Change [betweenAngelic and Eira]) [5PP] Force Field 6 (electrified wing deflection) (Extra: Impervious, Flaw: Not When Flat-Footed) [6PP] (magnetic) Immunity 40 (diamond computer brain; Fortitude Saves, Psionic Effects) [40PP] Protection 6 (polymer skin and ceramic bones) [6PP] Quickness 4 (diamond computer brain; x25, Flaw: Mental Tasks Only) [2PP] (magnetic) Regeneration 5 (self-healing magnetic polymers; Recovery Bonus +0) [5PP] (magnetic) Super-Senses 4 (onboard sensors; Radio, Enhancements: Accurate 2, Uncanny Dodge [radio]) [4PP] Drawbacks: -3PP Vulnerability (fire, very common, minor) [-3PP] costs abilities 6 + combat 16 + saves 12 + skills 12/48 + feats 9 + powers 98 - drawbacks 3 = 150 pts
  15. "Oh, well, Ah don't know if she'll be interested in that," Judy allowed as they headed down the corridor. "But it would be funny to ask." It occurred to Judy that she really didn't know much about what her 'sister' did when she wasn't working - maybe she'd have to ask before they parted for summer break. "Ah don't even know how to drive," she admitted, "but Ah suppose it's about time to learn." She smiled tightly. "You know, Ah don't even think Ah could do drugs if Ah wanted to," she said with a nod back in the direction they'd come - "but Ashley worries about me." Outside, it was warm and sunny, but Judy didn't seem to notice one way or another. As they walked, Judy kept her hands in her pockets, her face thoughtful. "...is anybody going to be drinking or doing drugs where we're going?" she asked. She didn't sound offended by the idea, just a little concerned. As she and Corinne cleared up what lay inside their destination, she listened with interest, asking a few questions. She led the way towards the garage, used primarily by older students and faculty, stopping to take a call. "Well, Ashley got permission to go! She says we can meet her down there. She does like to sneak around!" She laughed nervously. The "Dawg" turned out to be a decade-old cherry red Cadillac DeVille. The front of the car looked like a snarling dog with headlights for eyes and snarling teeth around the grille, and when Ashley revved the engine from inside, it sounded distinctly like the growl of a large pitbull. "Isn't it great?" said Judy cheerfully. "Ashley worked real hard on it too." As Corinne watched, the car seemed to subtly shift before her eyes - the headlights shifting down, the grille rearranging itself, until at last it looked like any other older, high-end car. "Ah think it looks better this way," she confided cheerfully to Corinne as the doors opened. Inside the car, the doors and glass were thick - so much so it was briefly difficult to see outside. The seats were leather and reclined at Corinne's touch - and Judy pointed out the massage feature.
  16. Sounds good to me!
  17. Name: Ashley Smith Codename: Watchdog Year: Junior Pronouns: She/her Current Intramural Team: Blue Team Current Roommate: Daystar Reflection: Listen, who's even reading this crap? All right this past year was the worst. You want to hear me say it? THE WORST. And that is all I am writing down till I know who is seeing this. School Club: Fight Club. Or maybe shop class, so people can actually learn how to do a $(#Iing job when they graduate from here. Favourite YA Fiction Novel: Harry Potter. I'm a Hufflepuff.
  18. Name: Judy Smith Codename: Daystar (Proverbs 4:18) Year: Junior Pronouns: She/her Current Intramural Team: Blue Team Current Roommate: Watchdog, my loving sister. Reflection: A lot of the things I learned before I came here are wrong - but a lot of them were even more true than I thought they were! I'm glad Claremont has taught me about having real friends, and knowing what the real monsters in the dark are like. This year I want to learn how to be more confident about myself. Having powers made my life worse - but maybe I can use them to make things better for other people. School Club: I like the clubs I'm already in - the Youth Group and the GSA both have lots of nice people in them. What we really need is a good Debate Team! Favourite YA Fiction Novel: The Fault in Our Stars
  19. "Used to be our home away from home before the Raven locked us up," growled Ashley. "Now we just get to take it out for day trips to the mall." "Oh you have a great time driving that thing," said Judy cheerfully. "She's a real good mechanic too, Corinne, you'll like it. Why don't we all go down to the garage and take a look at it?" she suggested with a smile. "By the time you're done making the tour, it'll probably be about time to go." "Fine," said Ashley. "but you take her down most of the way. I've got to make sure Summers doesn't give us any bull when we're back." "Well okay, but first Ah have to change! Most of mah good clothes are packed..." Judy's eventual 'costume' for the club, which she revealed as she stepped out of the suite bathroom, didn't really match Corinne's - but it wasn't like anything would have. She wore a white T-shirt over a torn denim jacket and jeans, her dark hair cascading down her back. It wasn't exactly a sexy outfit, but it did show a touch more skin than she usually did. "You look nice, by the way!" she said to Corinne as they headed out.
  20. "Quite," agreed Dalekos, with a look in his eye that suggested he didn't agree after all. "We shall see if the savages will accept the mercy of Atlantis." He made a little gesture to the hatch outside. "Shall we depart, then?" he invited the princess. He didn't spare a backwards glance for the two civilians, evidently confident that they could do little harm where they were. Most of the garrison he'd brought seemed to be preparing to go with him, leaving only a skeleton crew with Artificer and his father. Heroditus's father put his hand on his son's shoulder, then said softly, "I saw...the doings of the great, son." He swallowed, a sign of just how deeply unsettled this usually forthright man was, then said, "I tell you that machine was built for no medicine, but for something - worse. Your mother would never have stood it, but _I_ can take on that weight, for the sake of our family. Please - do not put that burden on such young shoulders. Let us do what we came here to do, then you can speak out once you are away on the Surface."
  21. Steve beamed quietly, not an expression his friends typically saw on his face, and put his arm around Gina. Physically anyway they were a mismatched pair, the scarred giant and the small blonde, but they seemed comfortable around each other. Well, close to comfortable anyway. "I never thought I could be so fortunate." The moment was briefly interrupted by the arrival of Yolanda Morales-Espadas. Her dress wasn't exactly a bridesmaid's dress; but the sapphire blue outfit set off her eyes, and fit perfectly onto her petite, muscular frame. She was the champion unpowered weightlifter at Nicholson, and it showed. "It's so nice to meet you," she said, shaking Gina's hand with a serious look on her dark face. "I'm Yolanda." Miss A had met the girl Steve had helped rescue from a dying world more than once, and been told about her development ever since - but this was something new. She turned to Steve, looked at him, and gave him a sudden, hard hug that made his face briefly crumple in that way that meant he'd have been crying if the world had been a little different. "I'm just so happy..." she admitted when she released him, tears enough in her eyes for both of them.
  22. "Woof, I'm spent." Taking a moment to compose himself, Richard took out a handkerchief from his jacket pocket and wiped down his face. "Gonna be tasting the Atlantic for a little bit." In between parts of the conversation, he disappeared long enough to buy himself a Belgian Pepsi. Evidently he wasn't quite as spent as he made it out. "So what's the plan, team?" he asked as he cracked open the frosty can. "Maybe two of us go in the front to try and talk to Mr. Kan't Spell, and somebody hangs around the backdoor in case he tries to vamoose?" He made a gesture toward the building they faced. Despite his light tone, it was clear he took the conversation very seriously. He paused for a minute while the other two were finalizing the plans they'd started on the run over, sending a quick telepathic message to Paige. Everything's good here so far - gonna go knock on the dude's door in a minute.
×
×
  • Create New...