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Tiffany Korta

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  1. Doctor Thorne “Doctor Thorne!” she hissed at the book with a frown, she’d spent long enough studying that her titles mattered. “The book should be safe now, and if we’re lucky then the threat has been dealt with, I need to check the thaumatical field first just to be sure.” She stood up and brushed herself down, before delivering the downside of all this. “Whatever it is survived however and retreated to whatever dimension it resided in if it gets a chance it's going to want revenge on at least myself and probably everyone that stop it.”
  2. Doctor Thorne Doctor Thorne wasn’t a fan of the flying or at least a controlled falling. She was determined that she wasn’t going to be doing that at any time soon. “Next time I think we should take the stairs, or Liam can at least take the strain,” she speaks as she carefully examines the runes around the skylight “Ah yes a rookie mistake whoever set up these runes didn’t bother to thread the spell through the frame itself, all I need to do is break the circuit like so...” Covering her hand she tore off one of the runes to a flash of blue electricity. “There it should be perfectly safe now!”
  3. Jiggled the point around a little so she now has both Counters Illusion and Concealment.
  4. Bee Melissa was a woman of science, as well as being a superhero, and her first thoughts were always to a scientific solution. Even if a world with supers meant you had to cast a wide net in what you had to study. “If it biochemical it should be relatively easy to correct the imbalance or if it psychic nature Freedom City has some of the finest in the world. And the brain is a remarkable thing that can recover from a wide variety of conditions.” She flitted around considering her word before adding “But first we need to work out what's happening to them. Should we go check out his room for potential clues next?”
  5. White Lioness Àjàṣorò couldn’t help but smile as the reason for his strange behavior was finally revealed, and she’d had her suspicions for a long time really. “About bloody time if you ask me, Mother will be so pleased!” she grinned as she was trying to get a good luck at the lucky woman. She was happily surprised truth be told, she’d always figured it would be her that found an American partner, he’d always seemed to be the type to marry someone from back home. Not that she wasn’t delighted that her brother was happily with someone “I think it would be rude if we didn’t introduce ourselves, after all we might be future family!”
  6. Merge Trois Merge was quiet for a few seconds, almost looking like she was having a conversation with herself. Then with a smile she looked at her two undead allies. The other two looked around as the third did, they seemed to operate quite easily independently. “I’ve got someone who can look into the city hall angle, it fit with some stuff we found out back at Freedom City anyhows.” she paused and clapped her hands together “So let's go scare us up some gangsters shall we? I assume you good gentlemen have a plan of some sorts?”
  7. The Immutable Betsy Brooks Power Level: 10/12 (182/212PP) Unspent Power Points: 30 Trade-Offs: None In Brief: Slumming noble daughter of a magical family hunts monsters in the bayou. Catchphrase: "I wouldn't do that sweetie!" Theme: Power by RoxXxan Alternate Identity: Elizabeth Brooks Identity: Public Birthplace: London, England, United Kingdom Residence: Vibora Bay Base of Operations: Vibora Bay Occupation: Supernatural Bondwoman Affiliations: Mostly Independent Family: Lady Jacqueline Brooks (Mother) Eric Warrens (Father) Description: Age: 35 (DoB: 31th October 1984) Apparent Age: early 20's Gender: Female Ethnicity: Black, dual British / American citizen Height: 5'9" Weight: 120 lbs Eyes: Brown Hair: Black Despite being quite beautiful she's never really been concerned with following fashions and fade, dressing simply for comfort and utility. In her earlier day she dressed in a more punkish style, but she's toned this down to maybe her hair and the occasional band t-shirt. Whilst she needs to wear sunglasses in bright sunlight, a problem in her where she chooses to live right, it does give her a certain air of effortless coolness. She doesn't have a costume per se, but she does have her kick-ass coat, a long black coat that she brings out when she's going to deal with real problems. One of the only things she has from her father it holds a special place for her. Her powers don't seem to have any obvious effects, which is a shock when she shrugs off a hail of gunfire or a were-gators crawls. It take real skill to notice that she has anything betraying but it is there, her canines are a little larger and more pointed than most. History: In her younger day a wild and carefree days Jacqueline met and fell for a dashing young African-American man. There torrid romance was brief but it resulted in a the little surprise of Elizabeth. Because she was born out of wedlock, and from a very traditionally white family, Elizabeth was made very aware that she wasn't ever going to inherit the family title, though her mother loved her dearly and made sure she was given the best education money can buy. The real inheritance was from her father who was the descendant from a rare and unusual breed of African Vampire. As she grew she developed beyond human abilities and due to a unique combination of genetics she was immune to all supernaturally based abilities. This didn't help her rebellious nature, and quite a few times her family connections were used to keep her from being expelled from the school. Leaving school she was at a bit of loss as to what to do, she didn't need to work due to a small stipend from her mother, but she wanted to do something productive. She tried the armed forces and a very brief stint on a UK hero team, but her rebellious nature quickly meant she was gentle encouraged to move on. For a while she drifted from job to job not lasting long due to her willful nature and general inability to take people crap. After that she decided she should do something about finding out about th American side of her family, and find out quite why she had these bundle of abilities. Using her duel nationality she moved over to the states and track down her father in Vibora Bay and he introduced to the wild and wonderful world of the supernatural creatures that lived in the area. They never got close, and he quickly moved on with some kind of beef with vampires, but she found kinship with the supernatural local. Choosing to stay in the City for a while, she set herself up as a sort of sherif for them all, being immune to most of methods of coercion. Acting as part detective part bondswoman she offers her services to them, and sometimes others, whenever the needs arises. Personality & Motivation: Betsy has always been stubborn and willful, something that's only gotten more prevalent as she's gotten older. She doesn't suffer fools gladly and will happily let you know if she thinks your out of line. This is tempered somewhat by her manners and way of speech, some of her schooling stuck despite her best efforts over the years. Despite her brusque manner she actual care about people and tries when she can to help them, especially those that she feel aren't given the attention they deserved by everyone else. One thing she really helps is bullies, and woe betide if you act that way when she's around. Really she's a bit of a soft touch, though she normally manages to hide it very well. Finally she had a bit of an anarchic bent to her, often thumbing her noise at any authority figures, her family history not really helping in thus manner. Powers & Tactics: Trained in the toughest place in the world, a public Girls School, Betsy knows how to look after herself in a fight. She often gives the opponent a chance to fight fair, but if they don't she will fight down and dirty. Truth be told she's not a fan of fighting, though she knows she's modestly shes good at it, and will try her best to get her opponent to stand down. In fact she often manages to talk her opponent down before the fight even begins. Power Descriptions: Betsy's body has inherited her powers from her, distant, vampire heritage. Whilst she is still alive her flesh is stronger and more resilient than normal people and she doesn't seem to he effected by any poisons of pathogens, she also seems to be aging much more slowly than normal people. She's also apparently immune to all abilities possessed by supernatural creatures, for instance she can't be mesmerized by vampire or infected by lycanthropy, it's a totally passive ability and she's not always aware that her power is protecting her. On the counter it's also impossible for her to benefit from helpful supernatural abilities, however hard she tries. It also counters any effects they have to disguise supernatural creatures, in fact she can detect the presence of some purely on sight though she may not know quite what they are just that the person there looking at is supernatural in some way. Complications: Sunglasses after Dark: Betsy hasn't inherited many weaknesses from her vampire heritage, but she does have photosensitivity when in sunlight. Not a massive deal back home, but in the bright Florida skies it can cause her problems. Normally she wears sunglasses to counter this,but if by any chance she looses them she can suffer from mere irritation to almost blind depending on the GM's choice. The Red Urge: Betsy doesn't normally have any urges to consume blood, she loves her food thank you very much! But in certain circumstances large amount of blood the smell bring on well buried instincts. Which the GM can decide is enough to distract her from noticing things. Bloody Stubborn: Willful to a fault Betsy is very reluctant to give up on any problem until there no other options, and sometimes even beyond that. The GM can choose to say that Besty will continue on a course of action regardless of the circumstances. Credit to her kind: Betsy is well know as a defender of supernatural creatures living in and surrounding Vibora Bay, which is a double edged swords. Some "normal" people will flat out refuse to deal with her, despite how charming she can be (and she can be very charming). On the other sides supernaturals will often come to her to ask for help from trouble, and despite her sometime brusk nature she will try to help out if she can. Abilities: 10 + 4 + 10 + 2 + 6 + 8 = 40PP Strength: 20/30 (+5/+10) Dexterity: 14 (+2) Constitution: 20/30 (+5/+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Melee Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +15/+23 Knockback: -2/-10 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+10 (+5/10 Con [Impervious 10]) Fortitude: +5/+10 (+5/+10 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 112R = 28PP Bluff 5 (+10) Diplomacy 1 (+5) Gather Info 11 (+15) Intimidate 11 (+15) Skill Mastery Investigate 9 (+10) Skill Mastery Knowledge (Arcane Lore) 9 (+10) Knowledge (Current Events) 9 (+10) Knowledge (Popular Culture) 9 (+10) Knowledge (Streetwise) 9 (+10) Languages 6 (French, Japanese, Korean, Mandarin, Romanian, Spanish) (Base: English) Notice 12 (+15) Skill Mastery Sense Motive 12 (+15) Skill Mastery Stealth 8 (+10) Feats: 16PP All-Out Attack Attack Focus (Melee) 4 Benefit (Bondsman) Benefit (Wealth) Dodge Focus 4 Power Attack Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) Takedown Attack Uncanny Dodge (Auditory) Well-Informed Powers: 10 + 10 + 1 + 22 + 10 + 6 + 2 + 3 + 2 = 66 PP All powers have the Supernatural Inheritance descriptor Enhanced Constitution 10 (to Constitution 30 [+10]) [10PP] Enhanced Strength 10 (to Strength 30 [+10]) [10PP] Immunity 1 (Aging, Sleep Flaw: Half Effect) [1PP] Immunity 22 (Disease, Poison, Supernatural Effects) [22PP] Impervious Toughness 10 [10PP] Super-Sense 2 (Darkvision) [2PP] Super-Strength 3 (Effective Strength 45; Heavy Load: 6 tons) [6PP] Supernatural Awareness 3 (Sight based Awareness) [3PP] True Sight 4 (Counter Concealment and Counters Illusion, both Sight based; Flaw: From Supernaturals only) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 20 Toughness Damage [Physical] Unarmed Touch DC 25 Toughness Damage [Physical] Totals: Abilities (40) + Combat (24) + Saving Throws (8) + Skills (28) + Feats (16) + Powers (66) - Drawbacks (0) = 182/212 Power Points
  8. The Immutable Betsy Brook Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Slumming noble daughter of a magical family hunts monsters in the bayou. Catchphrase: "I wouldn't do that sweetie!" Theme: Power by RoxXxan Alternate Identity: Elizabeth Brooks Identity: Public Birthplace: London, England, United Kingdom Residence: Vibora Bay Base of Operations: Vibora Bay Occupation: Supernatural Bondwoman Affiliations: Mostly Independent Family: Lady Jacqueline Brooks (Mother) Eric Warrens (Father) Description: Age: 35 (DoB: 31th October 1984) Apparent Age: early 20's Gender: Female Ethnicity: Black, dual British / American citizen Height: 5'9" Weight: 120 lbs Eyes: Brown Hair: Black Despite being quite beautiful she's never really been concerned with following fashions and fade, dressing simply for comfort and utility. In her earlier day she dressed in a more punkish style, but she's toned this down to maybe her hair and the occasional band t-shirt. Whilst she needs to wear sunglasses in bright sunlight, a problem in her where she chooses to live right, it does give her a certain air of effortless coolness. She doesn't have a costume per se, but she does have her kick-ass coat, a long black coat that she brings out when she's going to deal with real problems. One of the only things she has from her father it holds a special place for her. Her powers don't seem to have any obvious effects, which is a shock when she shrugs off a hail of gunfire or a were-gators crawls. It take real skill to notice that she has anything betraying but it is there, her canines are a little larger and more pointed than most. History: In her younger day a wild and carefree days Jacqueline met and fell for a dashing young African-American man. There torrid romance was brief but it resulted in a the little surprise of Elizabeth. Because she was born out of wedlock, and from a very traditionally white family, Elizabeth was made very aware that she wasn't ever going to inherit the family title, though her mother loved her dearly and made sure she was given the best education money can buy. The real inheritance was from her father who was the descendant from a rare and unusual breed of African Vampire. As she grew she developed beyond human abilities and due to a unique combination of genetics she was immune to all supernaturally based abilities. This didn't help her rebellious nature, and quite a few times her family connections were used to keep her from being expelled from the school. Leaving school she was at a bit of loss as to what to do, she didn't need to work due to a small stipend from her mother, but she wanted to do something productive. She tried the armed forces and a very brief stint on a UK hero team, but her rebellious nature quickly meant she was gentle encouraged to move on. For a while she drifted from job to job not lasting long due to her willful nature and general inability to take people crap. After that she decided she should do something about finding out about th American side of her family, and find out quite why she had these bundle of abilities. Using her duel nationality she moved over to the states and track down her father in Vibora Bay and he introduced to the wild and wonderful world of the supernatural creatures that lived in the area. They never got close, and he quickly moved on with some kind of beef with vampires, but she found kinship with the supernatural local. Choosing to stay in the City for a while, she set herself up as a sort of sherif for them all, being immune to most of methods of coercion. Acting as part detective part bondswoman she offers her services to them, and sometimes others, whenever the needs arises. Personality & Motivation: Betsy has always been stubborn and willful, something that's only gotten more prevalent as she's gotten older. She doesn't suffer fools gladly and will happily let you know if she thinks your out of line. This is tempered somewhat by her manners and way of speech, some of her schooling stuck despite her best efforts over the years. Despite her brusque manner she actual care about people and tries when she can to help them, especially those that she feel aren't given the attention they deserved by everyone else. One thing she really helps is bullies, and woe betide if you act that way when she's around. Really she's a bit of a soft touch, though she normally manages to hide it very well. Finally she had a bit of an anarchic bent to her, often thumbing her noise at any authority figures, her family history not really helping in thus manner. Powers & Tactics: Trained in the toughest place in the world, a public Girls School, Betsy knows how to look after herself in a fight. She often gives the opponent a chance to fight fair, but if they don't she will fight down and dirty. Truth be told she's not a fan of fighting, though she knows she's modestly shes good at it, and will try her best to get her opponent to stand down. In fact she often manages to talk her opponent down before the fight even begins. Power Descriptions: Betsy's body has inherited her powers from her, distant, vampire heritage. Whilst she is still alive her flesh is stronger and more resilient than normal people and she doesn't seem to he effected by any poisons of pathogens, she also seems to be aging much more slowly than normal people. She's also apparently immune to all abilities possessed by supernatural creatures, for instance she can't be mesmerized by vampire or infected by lycanthropy, it's a totally passive ability and she's not always aware that her power is protecting her. On the counter it's also impossible for her to benefit from helpful supernatural abilities, however hard she tries. It also counters any effects they have to disguise supernatural creatures, in fact she can detect the presence of some purely on sight though she may not know quite what they are just that the person there looking at is supernatural in some way. Complications: Sunglasses after Dark: Betsy hasn't inherited many weaknesses from her vampire heritage, but she does have photosensitivity when in sunlight. Not a massive deal back home, but in the bright Florida skies it can cause her problems. Normally she wears sunglasses to counter this,but if by any chance she looses them she can suffer from mere irritation to almost blind depending on the GM's choice. The Red Urge: Betsy doesn't normally have any urges to consume blood, she loves her food thank you very much! But in certain circumstances large amount of blood the smell bring on well buried instincts. Which the GM can decide is enough to distract her from noticing things. Blood Stubborn: Willful to a fault Betsy is very reluctant to give up on any problem until there no other options, and sometimes even beyond that. The GM can choose to say that Besty will continue on a course of action regardless of the circumstances. Credit to her kind: Betsy is well know as a defender of supernatural creatures living in and surrounding Vibora Bay, which is a double edged swords. Some "normal" people will flat out refuse to deal with her, despite how charming she can be (and she can be very charming). On the other sides supernaturals will often come to her to ask for help from trouble, and despite her sometime brusk nature she will try to help out if she can. Abilities: 10 + 4 + 10 + 2 + 6 + 8 = 40PP Strength: 20/30 (+5/+10) Dexterity: 14 (+2) Constitution: 20/30 (+5/+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Melee Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +15/+23 Knockback: -2/-10 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+10 (+5/10 Con [Impervious 10]) Fortitude: +5 (+5/+10 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 104R = 26PP Bluff 1 (+5) Diplomacy 1 (+5) Gather Info 11 (+15) Intimidate 11 (+15) Skill Mastery Investigate 9 (+10) Skill Mastery Knowledge (Arcane Lore) 9 (+10) Knowledge (Current Events) 9 (+10) Knowledge (Popular Culture) 9 (+10) Knowledge (Streetwise) 9 (+10) Languages 3 (French, Romanian, Spanish) (Base: English) Notice 12 (+15) Skill Mastery Sense Motive 12 (+15) Skill Mastery Stealth 8 (+10) Feats: 17PP All-Out Attack Attack Focus (Melee) 4 Benefit (Bondsman) Benefit (Wealth) Dodge Focus 4 Luck Power Attack Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) Takedown Attack Uncanny Dodge (Auditory) Well-Informed Powers: 10 + 10 + 1 + 22 + 10 + 6 +2 + 3 + 1 = 65 PP Enhanced Constitution 10 (to Constitution 30 [+10]) [10PP] Preternatural Nature Enhanced Strength 10 (to Strength 30 [+10]) [10PP] Preternatural Nature Immunity 1 (Aging, Sleep Flaw: Half Effect) [1PP] Preternatural Nature Immunity 22 (Disease, Poison, Supernatural Effects) [22PP] Preternatural Nature Impervious Toughness 10 [10PP] Preternatural Nature Super-Sense 2 (Darkvision) [2PP] Preternatural Nature Super-Strength 3 (Effective Strength 45; Heavy Load: 6 tons) [6PP] Preternatural Nature Supernatural Awareness 3 (Sight based Awareness) [3PP] Preternatural Nature True Sight 2 (Counters Illusion, Sight based Flaw: From Supernaturals only) [1PP] Preternatural Nature Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 20 Toughness Damage [Physical] Unarmed Touch DC 25 Toughness Damage [Physical] Totals: Abilities (40) + Combat (24) + Saving Throws (8) + Skills (26) + Feats (17) + Powers (65) - Drawbacks (0) = 180/180 Power Points
  9. Valkyrja Bobbi was frustrated that the bloody American was talking about the arcade box, she didn’t see the point really, instead of the more important potentially Norse activity. Unless Halifax had its own ghost cosplayer haunting the airport. “I’ll let my friend know, but personally I’m not interested in your fancy Pac Woman. You have a good day now!” Waving goodbye she walked gingerly off down the street and once she was out of sight she ducked around the corner. She quickly checked her own phone, she didn’t know the “Big City” as well back home, before shutting the thing down. Then with a quick glance around to see if she was followed she grasped the handle of Hrímvörður she concentrated on the sword. As it became more solid so did her form change until she stood tall as the hero Valkyrja. With a whistle she summoned Frárvængr, best to arrive in style after all!
  10. Merge Trois Merge stayed back across the street watching the others take the lead, it was often her tactics to allowed the other to underestimate her. It was a tactic that had worked well for her in the past. She’d even downplayed her costume choices, a rather sensible - if short dress and only a slight platform on her heels. Even the tips of her hair was only her natural hair color, or Nicki’s at least. She wasn’t sure, she’d never tried it in practice, but her nature as a duplicator her mind was shared among the whole, with Nicki being at the center of the web of Merges. Not that she planned to test the theory unless it became absolutely necessary.
  11. Miss Grue Thanks to the link Daphne was quickly up to speed, and she might not have the experience of some but she could see that the man was the least of the problem. Indeed he might put himself in danger against an opponent that might be better thank the little team. Though she was fairly sure that Comrade Frost wouldn’t have put them in a truly deadly situation. We should hurry and help the others, I deal with the man as quickly as I can. She reached into the man hypothalamus and tried to trigger a sleep response, noting the irony that she was doing this so Sandman could go off to help the others.
  12. I'd like to stunt a sleep like stun off of her Mind Reading array and put the hunter to sleep. I'm thinking some thing like this: Stun 7 (Extra: Alternative Save - Willpower, Sleep) [14PP]
  13. White Lioness Staying low Àjàṣorò looked around at the pirate getting a feel for the foes she was about to face, and whilst the Lion spirit had centuries of experience she only had a decade tops. Still, she was confident they’d be an easy enough fight. Maybe a little too confident, she swept her leg out in a lazy blow, hoping to catch them off guard, but apparently the crew must have been used to fight unorthodox foes as her attack didn't seem to be affected. Still, it was only a minor setback, she had the confidence of youth that she was going to be able to stop them.
  14. I vote we call out team Team Rocket!
  15. If you need her Emerald Spider is always available.
  16. Emerald Spiders Toughness Save: 1d20+10 12
  17. Miss Grue's Initiative: 1d20+4 8
  18. Valkyrja Bobbi sighed, it seemed these kind of things just tended to find here now. She remembered an old roommate talking about how everything was interconnected, but she held a lot of weird opinions. “Okay the Poly Bill or whatever I know nothing about, I’m sure you can babble on about, if you willing to chat to random Canadian!” get the first bit out of the way first before dealing with the important stuff “It may not look like it but I have some experience with those Conan cosplay wannabe’s, if you could tell me more about it I know this local hero who might help!”
  19. Try and take down as many as I can!Attack Roll: 1d20+14 25, has takedown 2 if the thugs are willing.
  20. Merge Trois Merge sat there nursing her drink as listened to the other bravely volunteering for this or the other. There was a time when her common sense would have told her to run and not get involved in this potentially suicide mission, but luckily she was trying to be a better person than she had been back in the early days. “Whilst it probably not that helpful I can go wherever I’m needed.” she shrugged and added as a way to soften the blow somewhat “I do have a few resources that could help out as needed, I’ve been frugally tucking away the pennies for a rainy day for a while now!”
  21. White Lioness Àjàṣorò picked at her salad as she listened to her brother tell his tale, even though she’d been there and he was definitely elborating profoundly. It reminded her of the tall tales her mother used to tell them both at bedtime, unlike herself he’d obviously pick up the skill at storytelling. “Don’t forget to tell how embarrassed you were, I can always tell when your hiding something little brother!” He’d been hiding something for ages, and she was dying to find out just what, but for now she was happy to wait until her was ready to tell her what.
  22. Emerald Spider Peri had one last visit to make and running late she’d decided it wouldn’t hurt to take a shortcut and swing through the city. But as is usual the city had other ideas, as this was the very moment that trouble starts. For a moment she was tempted to just swing on by and let someone else deal with it, but she knew she couldn’t ever do that. Her mother's lessons were just to strong in her. She lowered herself down on a strand of quantum filament until she was inline with the two villains. “Hi there, if your in charge I’d like to register a complaint about someone leaving around super villains who are creating a ruckus!”
  23. Valkyrja Bobbi didn’t like it but she had to come to the “Big City” for essential supplies. At least she didn’t have to drive or fly, what with having a magical teleporting horse. It wasn’t just something you turn up in the middle of Halifax however so they’d turned up, so the easiest way was to act like she’d flow in from the airport. Frárvængr hadn’t liked it but for now she insisted that the Pegasus stay hidden until it was time to go home. After all that she was delayed by some bloody reporter, someone or other she wasn’t sure or cared t was just frustrating to be delayed like this. So she couldn’t help but pass up the chance to give the person who held her up a piece of her mind. “I don’t suppose you want to explain what is going on here?”
  24. Miss Grue Daphne frowned, she was happy that Davyd had found some comfort and control of his powers. But this current dilemma was something that was a little beyond her experience, apart from what she’d learned for television and movies. Still she had to be honest here. “My family wasn’t exactly the perfect nuclear family, except I guess in the other sense of the word!” she grinned before continuing “I will help you however you need it, but I think you’ll need other help here. The good thing about this school is that they’ve got lots of experience of helping in situations just like this.”
  25. Miss Grue Daphne delved into the mind of the man getting a series of images of what had happened up to this event, even if the man was more than open with what had happened. Still by probing his mind she could provide useful information. He really believe thats what happened and I don’t detect any falsehoods. As far as I can tell he really believe this is what happened. She paused to think for a few seconds before adding. Should we tell Team B what we found out? Or I guess maybe we’re Team B. I guess we should have figured that out in advance!
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