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Everything posted by Tiffany Korta
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Merge Trois Same old story really, it was weird how similar villains teams were compared to there hero equivalent, though there was normally a lot less backstabbing as far as she could see. She’d only tried it once, and it had only been now that she’d be willing to try it again. “We should come up with a plan as to how we can deal with them, I might have some resistance due to my nature but I wouldn’t want to bet the farm on it working perfectly.” She downed her drink in one and banged the glass on the bar top. “So what's the plan boss, and just as importantly what are we calling ourselves?”
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Merge Trois Now three the Merge’s were searching the kitchen, helpfully someone was watching those in the other room meaning she could search safely without worrying. In her overconfidence she’d missed that Wadjet was watching from the window. Merge wasn’t quite sure what they’d fine, all they had was a name and vague hints of what was going on here, but they were somehow tied to what she’d found out back in Freedom and this was as good a place to look as the other places she’d checked out with her two undead boys.
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Nicki Dee With a smile the young woman offered her hand to the newcomer. “Nicki Dee, Freedom Ledger, please to me you sir.” she pointed to her press pass, that she’d borrow from some reporter she bumped into before she left freedom “I’m here to do a piece on the good and bad of the city and I heard that this was a good place to start!” This was a blip in her plan to find out what was going on, but she was happy to roll with the punches. It was always the fun part of this kind of investigation.
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ooc Bedlam Burning: Beauty and the Beasts
Tiffany Korta replied to Tiffany Korta's topic in Archives
Cheers for that Dok, I'm sure it will come in handy later! Can you give me search and/or spot roll as well as a rough idea of what you looking for please.- 12 replies
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ic Bedlam Burning : Beauty and the Beasts
Tiffany Korta replied to Tiffany Korta's topic in Bedlam City
Merge Trois The two Merge’s became three before as a whole they announced their name as one. “We’re Merge Trois.” they then spoke in turn following on from each other as they spoke “Please to meet both of you, we’re pretty sure that they’ll be another arson attack possibly tonight so we should probably act with some speed.” She wasn’t really up for the whole team up or even leadership role, but an extra couple of eyes couldn’t go amiss and she really wasn’t sure what they’d be facing. This was there turf after all!- 33 replies
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Doctor Rosa Thorne Cautiously Rosa approached the book her mystical senses looking for any clue about its true nature, she knew enough to be cautious about the potential powers involved. “Could you all clear a space and get everyone away from this area? Also if I start acting weird quickly take me out, I’m not sure how powerful this object is right now.” She quickly sketched out a circle of protective runes around herself before leaning in close, but not too close to examine the book. “So what exactly are you supposed to be?”
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Doctor Rosa Thorne Rosa studied the magics around the place for a few minutes getting a feel for what had been put in places. “The wards were much as I expected, warn them and stop undead and spirits from entering.” she waved at the entrances to illustrate as she spoke “Concealing the place through magic is a surprise, unless we discovered it we wouldn’t have known its location. Also hide what we do inside helpfully.” She mused for a little while longer before adding. “I could break the wards but it’ll take longer, we’re probably better off going in through another entrance. Like maybe the roof?”
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Bee Melissa held the hug for just long enough to be comforting before stepping back and giving what she hoped was a reassuring smile. “It may not be anything personal, apart from he was very smart, and we’re going to try very hard to fix this situation.” She reached out and touched the girls hand reassuringly, this was she knew a rough time for the poor thing. “I know it rough right now but we need to know what was going on just before this all happened. Anything you can remember could really help us find who did this.”
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Frárvængr "Swift Wing" Frárvængr is a magnifance winged six legged horse with a deep black coloration all over. She is a good 17 hands tall (around 5ft 8in) towering over most modern horses but with a sleeker build of a racing horse rather than a stockier Shire Horse. History: One of the daughter of Skeipnir the horse names Frárvængr was one of those given to Valkyries, being given by Odin to Sanngriðr. The two of them spent many centuries roaming the battlefield choosing those warriors who would go to Valhalla. The two where well suited to each other, with Frárvængr having a fiery temper that only the ruthless Sanngriðr could tame. This was part of the reason that when Sanngriðr was tasked with traveling the oceans her loyal companion was tasked to stay at home rather than following along, a stubborn horse she still followed but at a distance so her companion wouldn‘t know she was there though Sanngriðr was aware of her presence. So Frárvængr watched the battle from a distance unsure whether to intervene on her partners behalf. The last time they met was just before Sanngriðr may the peace pact, and the Valkyrie bid her friend farewell and told her not to wait for her return but to return to Asgard and find her another companion. Frárvængr did not want to bond with another, but instead wandered the multiverse for a while, finding herself a world where humans didn‘t currently existed and settled down among a herd of horse becoming the matriarch of generations of winged horse that spread among the world horses. When Valkyrja returned her companion sensed her return and not long after returned to her side to become her steed again, after bidding farewell to her herd her dedication to Sanngriðr being that strong. Personality & Motivation: Like her returned owner Sanngriðr has mellowed remarkably over the time the two have spent apart. She can still be just as obstinate and stubborn as ever, but she is also much more willing to listen to reason. And not just with Bobbi or Sanngriðr, she also has learned to enjoy the company of other humans, and despite repeatably being told otherwise by Bobbi often tries to strike up a conversation with the local population. Abilities: 4 + 6 + 6 - 4 + 2 - 4 = 10PP Strength: 22 (+6) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 6 (-2) Wisdom: 12 (+1) Charisma: 6 (-2) Combat: 12 + 16 = 28PP Initiative: +3 Attack: +9 Hoof (+6 Base, +4 Attack Focus, -1 Size) Defense: +7 (+8 Base -1 Size), +3 Flat-Footed Grapple: +0 Knockback: -7 Saving Throws: 2 + 2 + 3 = 7PP Toughness: +7 (+5 Con, +2 Protection) Fortitude: +7 (+5 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +4 (+1 Wis, +3) Skills: 19R = 5PP Intimidate 5 (+5) Language 2 (Horse [Native], Old Norse, English) Notice 4 (+5) Sense Motive 4 (+5) Survival 4 (+5) Feats: 7PP Attack Focus (Melee) 4 Environmental Adaptation (Aerial) Fast Overrun Fly-by Action Powers: 11 + 4 + 13 + 4 + 2 + 3 = 37PP Bifröst Travel 5 (10PP Array; Feats: Alternative Power 1) [11PP] Base Power: Super-Movement 5 (Dimensional travel 3 (Any Dimension), Sure Footed 2) [10PP] Alternative Power: Teleport 10 (200,000 miles Flaw: Long-Range) [10PP] Flight 4 (speed 100 mph (Flaw: Power Loss (Wings bound)) [4PP] Growth 4 (Large Size (Extra: Duration - Permanent Feat: Innate, Flaw: Permanent) [13PP] Immunity 4 (Aging, Disease, Environmental Condition (Cold), Poison) [4PP] Protection 2 [2PP] Speed 3 (50 mph) [3PP] Drawbacks: -4 = -4PP No Hands [-4PP] DC Block ATTACK RANGE SAVE EFFECT Hoofs Touch DC 22 Toughness Damage Totals: Abilities (10) + Combat (28) + Saving Throws (7) + Skills (5) + Feats (7) + Powers (37) - Drawbacks (4) = 90/90 Power Points
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Valkyrja Valkyrie III Power Level: 13 (built as PL 12; 180/200PP) Unspent Power Points: 20 Trade-Offs: -1 Attack / +1 Damage / -1 Defense / +1 Toughness In Brief: Ancient Valkyrie returns to the modern world. Catchphrase: Af Ásgarðr skínandi gestgjafi! Theme: Immigrant Song Alternate Identity: Bobbi Takhi Foster (Secret) / Sanngriðr "Very Violent" Birthplace: Yarmouth, Nova Scotia, Canada Residence: Norumbega, Arcadia, Nova Scotia, Canada Base of Operations: East Coast of Canada and America Occupation: Doctor Affiliations: Acadian First Nation Family: Valarie Foster (Mother), Barbera Foster, Sian Foster, Samantha Foster, Anna Foster (Sisters) Description: Age: 26 (DoB: May 8th 1993) / As old as the first battlefield Apparent Age: early 30's as Valkyrha Gender: Female Ethnicity: Indigenous Canadian (Mi'kmaw) / Asgardian Height: 5'7" / 6'3" Weight: 130 lbs / 210 lbs Eyes: Brown Hair: Black When Bobbi becomes to Valkyrja her features shift to become a merger of Sanngriðr and Bobbi features, and at a squint someone in the know might see those of the Umkoomeeskw sprinkled in there. Sanngriðr’s original physical appearance has been lost thanks to her time spent in Valkyrjasvefn, not that she seems to care as she vastly prefers her current form and would keep it even when separated from Bobbi. Whilst her voice is deeper and more bombastic it has a qualities of the local accent, with the occasional slip into to more Nordic tones when she becomes more excitable. Hrímvörður the magical Asgardian armour has also been suitably effected by the imagination of Bobbi rather than the armour worn by at the time it appears as the full plate worn by medieval knights. As befits armor forged by the dwarves of Niðavellir the armor is as light as cloth and allows Valkyrha the full range of movement. More traditionally Norse is the sword she carries, Hrímbíta, in style looking similar to there designs. This is even though traditionally they didn‘t make swords in its size, being as tall as Valkyrja herself. The sword magic means it glows with a faint blue-white light when Valkyrja wills it so. History: A tale know to only a few in Asgards tells of a journey to the New World from Greenland, well before that embarked on by Lief Erikson. The journey was by the storngest of all warrior of the country, as order by The All-father himself to investigate the tales of a place told by the Greenland Inuit to the Norse settlers that they shared there new home with. Amoung the men going Viking there was also Sanngriðr a Valkyrja sent to help defend the Norsemen and explore this new land. Though the journey was short it was harrowing with the ship going far from shore and ending the journey well off course with the little craft landed at the southern point of what would one day be called Newfoundland. Whilst the relieved Norsemen offered prayers to the gods and began to set up a camp, unbeknownst to them they were being watched by the local inhabitants of the land, the Mi'kmaw people. Worried about these strangers they fetched the protector of the land, Umkoomeeskw a woman empowered by the spirits of the land. With her protection the Mi’kmaw went to meet these strange newcomers to this land. Stories differ as to who started what but Sanngriðr and Umkoomeeskw began to bicker and then fight. This was no ordinary moral fight, for both were creatures of magic, they struggled for three days and nights and devastated a vast area of forest around them. Then finally exhausted the two heroes declared the fight a draw and after joyous celebration to two retreated to negotiate a peace. The negotiation took several day, and it rumoured that the two women did more than just talk, but in the end the two swore a pact. There would be a peace among the two groups and to seal the deal Sanngriðr would bind herself to her Great Sword, Hrímbíta, to act as a guardian until a time she was need by a daughter of the frost. The sword was place under a Runestone that told the tale in of the encounter and placed where the battle had taken. Then when the winter was over the Norsemen returned to Iceland and the place was forgotten about for many centuries. Over the intervening centuries others came and settled the land building all across Newfoundland, including the town of Norumbega near where the Norsemen had once been and Hrímbíta now sat beneath a Runestone. And whilst thing weren’t always perfect a fragile peace always seemed to be hold around the town between the local and the newcomers. As Bobbi was born during the first frost of the year was given the her mother gave her the Mi'kmaw middle name of name Tahki, inadvertently fulfilling Sanngriðr’s prophecy that had been lost to the ages. Bobbi Tahki Foster was an intelligent and wilful child who from an early age had decided that she wanted to be a doctor (or an astronaut it was a split decision really), and apart from being forced to go outside with her sister (which she did enjoy) all her time was spent studying to follow her dreams. Bobbi was rewarded for this hard work with a scholarship to a University of Toronto, a place that was a shock for this small town girl. Most of her time in Toronto was spent the time working her butt of to get through the seven years a medical school. Unknown to her toward the end of her studies, when she was finally about to be truly become a Doctor, archaeologist near her town discovered the fallen Norse Runestone. Days before she returned home the archaeologist uncovered the great sword Hrímbíta, still in perfect conditions after all these centuries. The uncovering of the sword however had allowed it magical nature to be obvious to unfriendly magical forces. The Thule Society a mystical group who wished to dominate the Earth invaded the town of Norumbega looking to recover the sword and use the bound Sanngriðr to help then in there plans of conquest. What they didn’t count on was the returning Bobbi, looking to fight the forces who had conquered the town, who snuck into the towns meeting hall and grabbed the sword to defend herself. Being a frost born mortal she finally fulfilled the pact allowing Sanngriðr to return to Midgard by possessing Bobbi’s body. Or not exactly merge, the two became entangled becoming a completely new being the Valkyrja. Together they easily defeated the Thule Socity freeing the town from them foul influence. Once the trouble Valkyrja discovered what had changed over the centuries, including the Pact that meant she could not walk on the Earth without being bound to this mortal woman. Whilst she could have chosen to return to Asgard she still felt a commitment to help this land, not just this small-town but the entire America’s. Bobbi who still had her own autonomy decided to stay in her home town and help the population by becoming a local doctor, though she was more than happy to become Valkyrja again when needed to help those in trouble. Personality & Motivation: Bobbi is strong willed capable woman, a skilled doctor who won’t take any guff from anyone. She despite her curmudgeon appearance she is however a very caring person, trying her best to help those in need. It helps that despite her gruff exterior she also has not a small amount of wit and charm that offsets this. Valkyrja is in some way an Bobbi turned up to eleven, her manners might be less sarcastic and curmudgeonly, but she’s also a will person who will not take no for an answer when her mind is made up. She’s prone to use violence to solve her problems, though she’s careful not to harm other unless the situation truly demand it to be so. Her time among humanity has taught her to admire there heroism and deeds of bravery, she doesn’t think of Asgardians as greater being. In some ways what she’d discovered has made her think o f them in some ways superiors, or at least some of them. Powers & Tactics: Sanngriðr has been in many battles in her time, and whilst renowned for her ferocity in a fight (her name meaning Very Violent after all), she has also managed to pick up some tactics in her time. If she has any fault it is that she still getting use to the modern world, and more technological technologies and tactics can sometime make her read the fight wrongly. Her armor allows her to often get away with this flaw, but she can easily be felled by a powered modern weapon or even superpowers. After all the wide variety modern superpowers didn’t exists when she was last wandering the Earth. Power Descriptions: Upon grasping the handle of Hrímbíta, the blade normally intangible, and willing it to be so Bobbi transforms in the Asgardian warrior Sanngriðr, also called Valkyrja. As an Asgardian her body is much stronger and more durable than a typical mortal, and whilst she does not have the normal senses of a Valkyrie she still has a vast store of knowledge as a warrior of old. To return to Valkyrja she needs to again grasp the hilt again and will herself to return to the form of Bobbi, even if separated to from the sword she is not adversely affected. In addition to this she has dwarven forged magical armor, Hrímvörður, in addition to the greatsword that enables her to shrug off almost any harm that be caused by human forged weapons. Hrímbíta is also a great weapon even in the modern world and with her skill with the blade she is even able to throw it with enough great force to cause harm. Complications: Kalla á Ásgarðr: Whist long has Sanngriðr been away from her homeland she is still both a Valkyrie and an Asgardian and my be called up to do her duty to protect her kind. Óvinur á Thule: The Thule Society wishes to capture and control Valkyrja for there own ends, and will occasional make her life more difficult. They do not know about the connection between Bobbi and Valkyrja, but if they ever did they could put Bobbi and her family in great danger. Staðbundin Hetja: Norumbega is a small town and it's almost impossible to hide anything from the local gossip, let alone a Valkyrie and her flying horse. Most everyone in the town knows that Bobbi is Valkyrja, though few would say anything to her let alone outsiders.Still there maybe be a few that would like to use this knowledge to profit in some way... Treysta mér at ek sé læknir: Bobbi is a Doctor and as such is bound by her oath to try and help those in medical need. Whilst Valkyrja isn’t a healer in any ways she is influenced by Bobbi’s to help the wounded and sick. Abilities: 4 + 0 + 4 + 8 + 4 + 8 = 28PP Strength: 14/30 (+2/+10) Dexterity: 10 (+0) Constitution: 14/30 (+2/+10) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) Bobbi / Valkyrja Combat: 10 + 10 = 20PP Initiative: +0/4 Attack: +5/+8 Base, +6/+8 Melee, +11 Hrímbíta Defense: +5/11 (+5 Base, +0/6 Dodge Focus), +2 Flat-Footed Grapple: +7/+22 Knockback: -10 Bobbi / Valkyrja Saving Throws: 0 + 6 + 8 = 14PP Toughness: +2/+13 (+2/+10 Con, +3 Hrímvörður [Impervious 7]) Fortitude: +2/+10 (+2/+10 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +10 (+2 Wis, +8) Bobbi / Valkyrja Skills: 72R = 18PP Bluff 6 (+10) Computers 1 (+10) Diplomacy 6 (+10) Drive 5 (+5) Gather Information 6 (+10) Handle Animal 0/6 (+4/+10) Intimidate 0/11 (+4/+15) Investigation 1 (+5) Knowledge (Arcane Lore) 0/6 (+0/+10) Knowledge (Life Sciences) 11 (+15) Knowledge (Theocracy) 1 (+5) Language 2/4 (English [Native], French, Miꞌkmaq / Old Norse, Danish) Medicine 13 (+15) Notice 8 (+10) Ride 0/10 (+0/+10) Search 6 (+10) Sense Motive 3 (+5) Survival 3/5 (+5/+10) Bobbi / Valkyrja Feats: 5PP Attack Focus (Melee) 1 Contacts Fearless Luck 2 Attack Specialization (Hrímbíta) 1 Benefit (Asgardian) 1 Dodge Focus 7 Improved Initiative 1 Interpose Minions 6 Takedown Attack 1 Bobbi / Valkyrja Powers: 8 + 10 + 80 = 98PP Hrímbíta "Frost Bite" 2 (Asgardian Great Sword, Only usable by Frost Legacy, 10PP Device, Easy to Lose) [8PP] Environmental Control 1 (Light, 5ft radius Extra: Move Action, Continuous Duration, Flaw: Touch Range) [2PP] Strike 3 (Feats: Affects Insubstantial 1, Extended Reach 2, Mighty, Takedown Attack 1) [8PP] Hrímvörður "Frost Guard " 2 (Asgardian Armor, Only usable by Frost Legacy ,10PP Device, Hard to Lose) [10PP] Impervious Toughness 7 [7PP] Protection 3 [3PP] Valkyrja Máttr 32 (Asgardian Alternative Form) [80PP] Asgardian Physiology Enhanced Attack Bonus 3 [6PP] Enhanced Constitution 16 [16PP] Enhanced Strength 16 [16PP] Enhanced Skills 10 (Handle Animal +6, Intimidate +11, Knowledge (Arcane Lore) +6, Language 2 (Old Norse, Danish), Ride +10, Survival +5) [10PP] Enhanced Feats 16 (Attack Specialization (Hrímbíta) 1, Benefit (Asgardian), Dodge Focus 6, Improved Initiative 1, Interpose, Minion 6 (Frárvængr)) [16PP] Immunity 4 (Aging, Disease, Environmental Conditions: Cold, Poison) [4PP] Super Strength 6 (heavy load 50 tns) [12PP] Drawbacks: (-3) = -3PP Normal Identity [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Hrímbíta Touch DC 28 Toughness Damage Totals: Abilities (28) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (5) + Powers (98) - Drawbacks (3) = 180/200 Power Points
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Miss Grue Whilst she was excited to be put into the field this wasn’t exactly her favorite environment, she was very much an Urban Grue at heart. Still she had to do her best to help the others and the first stage was to help gather intel. So she shifted her features to best help her with her chin growing as her ears became larger and more pointed as they became more sensitive to even higher range of sound. Her eyes also grew larger taking in a wider range of light than normal. Right now she really did look more alien than she normally did. “I’m sensing someone moving along the riverbank not far from here.” she was struggling to make sense of the bombardment of information right now “I’m fairly sure something is stalking them right now, though I can’t quite make out what that is.”
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Daphne's Notice Roll: 1d20+15 17 , for what it's worth she'll use Super-Senses (see below) in her Grue Nature Array well as her mind and empathy senses.
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Bee 2 posts = 1PP Brain Drain (2) Dr. Thorne 8 posts + 2 (Rollover) = 10 posts = 2PP Down in the Underground (4) Golgotha Tenement Blues (2) Ink (1) Una's Inferno (1) Emerald Spider 2 post = 1PP Monster of the Week (2) Merge Trois 6 posts + 4 (GM posts) = 10 posts = 2PP Bedlam Burning: Beauty and the Beasts (3) Bedlam Burning: The Quiet Place (1) Kingmaker: Opening Move (2) Ms Bright 2 post = 1PP A Different Kind of Justice (2) The Traveller 1 post + 8 (Rollover) 1 (GM post) = 10 posts = 2PP + 1PP (Ref point) = 3PP Stellar School (1) White Lioness 5 posts + 5 (GM posts) = 10 posts = 2PP Dakana Summer - Islands in the Sun (1) Dakana Summer - The Spiders Lair! (1) Dakana Summer – The Turquoise Coast (2) The Wearing of the Green (1) GMing 5 posts (5 x 2 = 10) Bedlam Burning: Beauty and the Beasts (1) Bedlam Burning: The Quiet Place (2) Dakana Summer - The Spiders Lair! (2) Miss Grue 5 post [Maxed] Body Doubles (2) Everybody Make A Scene (3) Triakosia 5 post [Maxed] Contest of Centurions (1) Midair Conversations (2) Star Fall (2)
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The thing we tend to forget about Freedom is that it's put together to allow different style to be done in the same city, as well as the big high level stuff, I'd also say that Claremont should be given it's own section, whilst its not a city it has it own distinct style. Space as I understand it has two styles the more structures Legion of Superheroes style team dynamics and the looser Guardians style fun romps, though they've fallen at the wayside for a little while.
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I'm curious as to what people feel the general tone of the cities that people think the cities are?
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I'm happy to put forward Emerald Spider if it'll help.
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Before we add a new city it's been pointed out it might be good to help define the cities we have already. We can then add them to the beginners guide so players new and old can see what kind of stuff goes on in each city. We could also consider splitting FC down but districts and the best types of stories as well So I suggest we give a one sentence description, them a few examples from various medias, then any PL limits put on characters. Anyone want to start?
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Merge Trois Merge took in all the information, even if she looked like she was just staring at her drink. It was interesting how much her own experience, well technically Nicki’s, matched his own. Part of her suspect it was to good and this was a set up of some kind, a setup of some type or other. But whilst the cautious part of her wanted to bail now, like the old timer speedster, but Merge wasn’t one to give up. She’d see through and if it was something dodgy she’d make sure the good ones got protected. “Yeah okay I’ll see this through!”
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Personally I'd rather focus more on the cities we do have rather than add any new ones. Because what will probably happen is after a bit most people that want to will be set up and everyone else will still be in Freedom City. Same as Space, Emerald City and even Bedlam. The only reason it doesn't happen in Claremont is that characters cycle out every three years or so.
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ic Bedlam Burning : Beauty and the Beasts
Tiffany Korta replied to Tiffany Korta's topic in Bedlam City
Merge Trois She like these two, they showed potential and made a great double act! She considered continueing the dumb tourist act for a little while longer but there was a very good chance that people might get hurt tonight. “That’s very sweet of both of you, but trust me I can look after myself, or more actually...” There wasn’t any imperceivable change but there was suddenly two of her, looking identically down to the clothes she was wearing. The second of her picking up the line without pause. “...we can look after ourselves!”- 33 replies
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Triakosia As well as the whole thing feeling familiar she couldn’t help but find the situation funny. In fact one of the new heroes, and they always looked so young, looked somewhat familiar to her. The fact he used latin sparked her interest. “Tu lingua loquor?” Still there was also the question of what to do with the woman that fell to Earth. “Your fit in just fine is a woman floating down is the least important thing! I’m Triakosia by the way, please to meet you obviously!” Whilst Andromeda didn’t seem to be any threat they did need to get the situation under control, and it looked like she’d have to be the responsible adult here! “There’s a place near here where we can help you get settled in. If you would be so kind as to follow me?”
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White Lioness Àjàṣorò was enjoying herself intensely janus was always good company after all, but her senses were still sharp and she tried to take in as much as possible. She’d not spent much time in outside of Dakana or Freedom, so this was to her a rather exotic situation. But she was also quite aware that they were here for a reason. “Of course, I’ll be suitably unready...” she whispered back to janus She wasn’t an actress by any means, but she tried her best to act surprised when the impromptu twirl happened. And to be fair if it wasn’t for the artificial nature of the whole scene it would be pretty romantic, acting as people would expect she gave a little giggle. “For you my love anything!”
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Merge Trois Merge wasn’t sure if this was a good idea, normally she wouldn’t have bothered but her boss had shown her the advert and it had been obvious that she was going to get involved somehow. Normally she let someone make their own mistakes, but she liked her boss and wanted to make sure she’d have someone she could trust as backup. And besides, it seemed like there was some good they’d could genuinely do here. “Before you tell us your Forlorn hope, I need a strong drink and you better make it a double!” She slid on a bar-stool looking more like she was going for a night on the tiles than a superhero mission.
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Miss Grue Having just always been herself Daphne had never really worried about her own identity, cut off from all but her transmissions from Earth she’d just decided for herself who and what she wanted to be. Being telepathic she quickly learned about how insecure humans could be about who they were, which was quite a surprise to her. She gave out calming telepathic waves, hopefully helping to calm the young shapeshifter. “Lynn is right it’s you who get to decide who you get to be. As a shapeshifter you get to decide who and what you get to be, there’s a core part of you that will never change.” She shifted to her natural Grue form, with the long hair that she always had despite not being part of normal Grue nature “Mine is this, and even if it's not normal for a Grue, your is human you just need to get in connection with your inner self.”
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Miss Grue Daphne didn’t need to say she was ready, it was pretty obvious how excited she was about the whole thing. She made sure to listen carefully and stood beside her work partner. “I guess you don’t remember but we work together, I mean it was a long time ago.” if she was upset that he didn’t remember she hid it really well. “But yes I’m a free Grue, one of the original articles you could say!” she beam at her little joke “As well as telepathy and shapeshifting I also have some telekinesis and phasing abilities.”