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  1. April 13th, 2020, 9AM at all points in the Omniverse, the start of Spring Break, Eternity Threshold of Primes, The Dimension of Doors, Infinity "I'm multiple liquid tons of 'dragon's blood', Prince. You're what, a gallon? Gallon and a half? This is stupid as hell." Above his charge, the green dragon lounged on a step, looking up at the boy with no little frustration. In the geometry-defying space Leroy Ransom-Conte, Dragon Prince of Earth-2, looked even more excessively dramatic than usual, a robe of pure white billowing from his shoulders, his feet unshod and his hair swirling in the shrill wind between worlds. In one hand was a knife of black diamond, in his other was a bundle of nerves very clearly trying to escape down his sleeves. Sweat trickled down his face as the blade approached his thumb. Beneath his shifting toes was a meticulous circle graven with Atlantean runes, with five circles intersecting at points any magician would understand at a glance, but to Leroy had been as alien as the experience of towering over most schoolmates. "My blood is unspilt for their sake, Dio." He swallowed, focusing on the descending arc of the smiling, smiling little dagger. "I am a coward." The dragon snorted, looking deeply unhappy "I don't think so, but...okay. Give a shout if you want something for the-" The knife brushed his skin, and like water dissolving salt it tore through. "-pain." Dio finished with a sigh, hopping off the step to pat Leroy on the back as the boy's face worked fantastically, the six scars on his cheeks stretching and growing ragged. Hurriedly, as the black blood beaded and smoked, Leroy walked to each circle and marked the names they enclosed with a smear. That done, he fumbled in a backpack, withdrawing a first aid kit and sitting down to disinfect and close the clumsy tear in his royal skin. "I thank you, Almighty," he muttered, tearing a band-aid out of its box, nose wrinkled at the sting of alcohol, "for Judy Smith, and her unerring foresight." "Now what?" Dio demanded, reclining once again, his pointed tail swinging over the edge of the abyss that gaped between the staircases wheeling and rambling in every direction. "They'll come here when they next walk through a door, but this dumb plan only works if they're all on board for visiting an Earth whose only advertisers are you and me. And one of us doesn't exactly make it sound amazing." he added with a look as pointed as his fifth limb. "I asked if they would like to visit a magical world, meet wonders and have an adventure. They all said 'yes'. This is the agreed-upon time. They know to open a door now will transport them." Leroy completed the application of the bandage with a gentle kiss, as Judy had always done, though he remained uncertain why. Despite the obvious lingering pain, his golden eyes shone. "I have erred many times, my dragon. But this time, nothing can possibly go wrong!"
  2. OOC thread for this thread. Orange Squad goes to Earth-2 for spring break! Thrills, chills, blood-spills abound in a comedy classic! @Dr Archeville @Heritage @Shofet @Avenger Assembled
  3. Bayview Bowl at the Bayview Mall. Sunday, October 14th, 2018. 5:00 pm As part of the new intramural squad system at Claremont, members of each squad were encouraged not just to compete together, but to socialize together as well. Each squad was issued a list of suggested group activities, and allowed to vote for their preferred outing. And so it was that on a blustery autumn evening, a handful of gifted students were delivered to the local retro bowling alley for a few hours' fun. Bayview Bowl was designed to look like it had been around since the 50s, ancient history for today's kids; it's design featured lots of Formica, polished aluminum and buzzing neon, hallmarks of the Doo Wop style associated with the old Jersey Shore. All the seats were upholstered in red leatherette, and recesssed speakers blared out Bill Haley the Comets' 'Rock Around The Clock'. But despite the nostalgia being layed on with a trowel, the Bayview Bowl was a laid-back establishment that appealed to suburban families and offered affordable entertainment and classic American food like cheeseburgers, chili dogs and big chocolate shakes. "Well, I don't know about y'all," said Lulu Beaumont as she stood inside the lobby, taking in the crashing of the pins and the smells of hot nachos. "But a'hm gonna eat like a pig!"
  4. Arcana Power Level: 10 [12] (157/196 PP) Trade-Offs: None Unspent PP: 39pp In Brief: Just a girl, torn between two magical legacies, writing friendfic and posting it to tumblr. Alternate Identities: Abigail Storm (Secret), Abigail Eldrich (Secret) Birthplace: the Netherworld Occupation: Student, Apprentice Mage Affiliations: None Family: Una the Unrelenting (Mother), Adrian Eldrich (Father), Daniel Storm (Adoptive/Surrogate Dad) Age: 16 Gender: Female Height: 5'7" Weight: 140 lbs. Eyes: Green Hair: Black Abigail is taller than average with a lithe build. She has narrow, silver-flecked emerald green eyes and freckled, lightly tanned skin. She has hip-length, raven black hair tucked neatly behind her ears. She has a delicately featured, heart-shaped face, well-defined hawkish nose and classically elegant, chiseled high cheekbones. She favors dark clothing and wears little in the way of jewelry, with the exception of a simple silver pendant depicting a circle inside of a triangle. Her outfit as Arcana is transmuted from her own clothing, and is a dark grey hooded cloak with a silver threaded hem over a similarly colored bodysuit. Woven into the shoulders of her mantle is the symbol of The Modrossus while an enchantment on her outfit causes the cloaks cowl to completely obscure her face, rendering it as a black silhouette with glowing green eyes. Motes of light dance around her when she wields her magic, shifting in hue and luminosity depending on the elemental nature or strength of the spell. History: Much of Abigail's early childhood was being honed into a weapon, or at the very least a tool, to crack open the defenses of Earth Prime and open the way for her mother. It wasn't a nurturing environment in the traditional sense but Abigail, like her sisters, didn't know anything else and so they lived for the approval of their mother and mentor. When Abigail was around eight she was sent to Earth Prime to foster among Una's supporters in the magical community, those that thought they would have a place of power and authority in the Netherworld but that never happened. Instead Daniel Storm of True North, Phantom the Gatekeeper and Eldritch the Master Mage of Earth Prime (and her own father), intercepted Abigail's arrival. She spent several years living with Daniel Storm, even adopting his surname as a cover identity, and learning through his gruff tutelage how to be a kid before eventually moving to Freedom City to live with her father and attending the Nicholson School before moving on to Claremont Academy. When her father died and Phantom took over his Mantle, Abigail felt a little adrift, but the new Master Mage and her family as well as Daniel Storm (and his collection of misfit "children") served to anchor her. She still struggles with the loss, but her mother didn't mold her into someone that gave up easy. Personality & Motivation: Abigail just wants to live her life on her own terms. She realizes that, considering who her mother and father are, this is an impossible dream but that just makes her more determined to make it true. Someone will always have designs for her future, either her own mother (and her supporters) or former foes of her father that believe she'll pick up where her father left off. For now she merely wishes to be a good student, both of the Claremont Academy and of the current Master Mage. Abby is generally soft-spoken and uncomfortable in the spotlight, even if she's still rather personable and quick to make friends. Her secret pleasure is to write stories and make little drawings of her friends or personal heroes, though she'd probably die from embarrassment if some of her more private works got leaked. Powers & Tactics: Arcana attempts to stay at range and blast the target and otherwise shape the field of conflict to aid her allies and hinder her enemies. She relies entirely upon her magic, and isn't really capable of defending herself in a melee or in a scenario where she can't employ spells. While she is capable of raining down considerably destruction, she prefers a more precise application of power though in the end her thought process is very pragmatic when it comes time to do battle. Complications: Crowned: Whenever Abigail drifts towards emotional extremes, a phantom image of Una's Three-Flames Crown appears above her head. Keystone: As the child of Earth Master Mage and the Queen of the Netherworld many believe Arcana to be a conduit that could allow them access to those dread powers and even allow the Netherworld to subsume Prime. They may be wrong, but that doesn't make them any less likely to entertain nefarious designs involving her. Netherborn: To the magically aware Arcana's spells have an otherworldly undertone to them. Her magic would feel familiar to those that know (and have possibly encountered) Una. Reactions would be varied but invariably it would be attention that Arcana would not want. Wallflower: Abigail doesn't do well in front of, or in the middle of, crowds and has a tendency to freeze up especially if the situation is stressful. This carries over to finding non-violent confrontation difficult to handle; she has a tendency to misspeak when trying to deescalate things and ends up making them worse. Abilities: -2 + 4 + 4 + 6 + 6 + 4 = 22PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Ranged (+6 Base, +4 Attack Focus) Grapple: +5 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 6 = 14PP Toughness: +10 (Impervious 5) (+2 Con, +8 Force-Field) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 48R = 12PP Bluff 8 (+10, Skill Mastery) Concentration 8 (+11) Diplomacy 4 (+6) Knowledge: Arcane 8 (+11, Skill Mastery) Knowledge: Theology 8 (+11) Notice 4 (+7, Skill Mastery) Sense Motive 4 (+7, Skill Mastery) Sleight of Hand 4 (+6) Feats: 25PP All-Out Attack Attack Focus: Ranged 4 Dodge Focus 4 Eidetic Memory Equipment 3 Fearless Luck 2 Power Attack Precise Shot 2 Quick Change 2 Skill Mastery (Bluff, Knowledge: Arcane, Notice, Sense Motive) Teamwork 3 Equipment: 3R = 15 EP Headquarters [15EP] (Toughness 15 [2EP]), Size: Medium (Huge Inside) [3EP], Features [10EP] (Concealed [DC +10], Dimensional Portal, Dual Size, Laboratory, Library, Living Space, Personnel, Security System [DC 20], Self-Repairing, Workshop Powers: 29 + 13 + 3 + 5 + 10 = 60PP Array 13 (26PP, Feats: Alternate Powers 3) [29PP] (Arcane Arsenal; magic) BP: Damage 10 (Extras: Range [Ranged], Feats: Indirect 3 [Any Point, Any Direction], Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Blast, magic) AP: Damage 10 (Extras: Area [General, Shapeable], Feats: Variable Descriptor 2 [Any Magic]) [22PP] (Arcane Wave, magic) AP: Create Object 7 (Extras: Duration [Continuous], Feats:Precise, Selective, Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Construct, magic) AP: Move Object 10 (Feats: Precise, Variable Descriptor 2 [Any Element]) [23PP] (Elemental Manipulation, magic) Protection 8 (Extras: Force Field, Impervious 5) [13PP] (Spell Shield; magic) Super-Senses 3 (Magic Awareness [Mental]) [3PP] (Arcane Acuity; training) Teleport 1 (100 ft; Feats Change Direction, Change Velocity, Turnabout) [5PP] (Blink; magic) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; magic) Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage Arcane Blast Ranged DC 25 Toughness (Staged) Damage Arcane Wave Touch/Area (Shapeable) DC 25 Toughness (Staged) Damage Totals: Abilities (22) + Combat (24) + Saving Throws (14) + Skills (12) + Feats (25) + Powers (60) - Drawbacks (0) = 157 / 196 Power Points
  5. Name: Crystal Gazer Power Level: 10/10 (156/170PP) Tradeoffs: None Unspent PP: 14 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 10 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -5 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 84R=21PP Bluff 15 (+20) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+20) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Civics) 1 (+3) Knowledge (Current Events) 1 (+3) Knowledge (Earth Science) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Pop Culture) 1 (+3) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 8PP Equipment 1 Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Equipment: 4 + 1 = 5EP Heavy armored suit: Protection 4 [4EP] Laptop: [1EP] Powers: 7 + 38 + 8 + 14 = 65PP (Descriptors: all psionic) Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic) Psionics 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] (Telepathic) BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33} AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic) BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (30) + Combat (18) + Saving Throws (12) + Skills (21) + Feats (8) + Powers (67) - Drawbacks (0) = 156/170 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
  6. Ms Thursday Power Level: 10 (11) (150/166PP) Trade-Offs: -2 Attack/ +2 Damage (Strike) Unspent Power Points: 16 In Brief: The bastard daughter of another Earth's Thor and a warrior of Asgard. Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Amateur Musician Affiliations: The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Anders Torsten (Brother), Magni, Móði, Þrúðr (Half-Siblings). Numerous other Aesir gods and goddess Description: Age: 16 (DoB: January 19th, 2002) Gender: Female. Ethnicity: Norwegian/Asgardian. Height: 5 ft. 10 in. (180 cm) Weight: 140 lbs. (113 kg) Eyes: Blue Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce blue eyes as the God of Thunder. From her mother she inherited a rural comeliness and a row of light freckles that decorate her cheeks and nose. Having had a rough and tumble childhood growing up in her hometown of Risør, Astrid has always been been in decent shape and ready for a fight, but after training in the practice yards of Valhalla she's become athletic. Similarly, while she's always been tall, learning about her heritage has seemingly caused her to go through another growth spurt that allows her to tower over most girls her age. While itching to be a hero, Astrid doesn't really possess a superhero costume and much prefers her own wardrobe of causal wear than classic form-fitting spandex when fighting the forces of evil. That said, she does make a habit of ensuring that whatever she wears while crime-fighting or monster-slaying at least has the symbol of a thunderbolt or hammer somewhere on it. Her favorite "battledress" and the closest thing she has to a superhero costume is a rune-inscribed black-leather jacket with a large thunderbolt symbol on the front. While Astrid has a distinct southern Norwegian accent its been influenced by her travels across Europe, and recently the States. It's not uncommon for her to pepper her words with not only her home country's slang but that of other countries she's visited as well. While Astrid has a brash and straightforward way of talking that can be quite intimidating when she's in a berserker rage, she's usually laid-back and friendly, and can be even be downright motherly when she's around her younger brother. When she's acting as an agent of Asgard she plays up the Viking warrior princess attitude, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget about. While her childhood wasn't perfect it was a mostly happy one. Her parents loved her and while her father would disappear for months at a time he'd always come back eventually. Until he didn't. When that happened everything changed. Her mother fall into a depression and once she started using alcohol to self medicate things only got worse. When her mother wasn't blaming her for her father leaving she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her mother. At first she'd try to find her father when she did, but as she got older the futility of doing so and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out rockers that she would see performing in bars whenever she runaway to a large town. The cycle of running away and crashing with friends, only to come back for one reason or another, finally came to an end when her mother died in a car accident during a thunderstorm while looking for her. Filled with grief and guilt over not resolving her differences with her mother and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far. Fortunately for her, a Valkyrie came to her rescue and whisked away to Asgard. The Valkyrie was sent by none other than Thor, the God of Thunder and her long lost father. He explained that he was a Thor from a another Midgard that had to come her's to circumvent a Pact that prevented the gods from his world from interfering with humanity. By doing so he could return to his favorite hobby of quietly slaying monsters that secretly threatened the world, even it if wasn't his own. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her, only to have to leave back to his world or risk the ire of Odin himself. When Astrid's mother dead the Odinson thought it necessary to finally intervene in her life again. While his explanations didn't do much to calm her, Astrid did accept his offer to let her and her brother live in Asgard to hone their developing powers. After going though some Asgardian training Astrid returned to her Midgard so that she could finish her education while her brother opted to stay in Asgard and be with the father he hardly knew. Given that Astrid was a bonafide demigoddess the only the place that could possibly finish her training was a school in the USA. Personality & Motivation Rebellious, bold, impulsive, stubborn, brash, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off by something. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death, the revelations about her father's true nature, and becoming her brother's guardian has prompted a positive change in her though. While still prone to brashness, Astrid has learned to rein in a lot of her worse impulses, becoming more responsible and reflective about her faults. Furthermore her new responsibilities have given her a sense of direction and purpose that was non-existent beforehand. Her primary motivation is providing for her little brother, Anders, which in out itself is motivated by her desire to alleviate her guilt of not being around when he needed her when their mother was still alive. Everything else, including being an agent of Asgard, going to Claremont Academy and her pursuit of a music career is secondary to that. Astrid has a thing for 80s American culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her "cool girl" mystique Astrid has a wide-eyed love of history and folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go splat. That's Astrid primary tactic, and it usually works, but when she's separated from her bat she typically relies on her fists to pummel or grapple whatever gets in her way. Although she went through some training while in Asgard, and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid fighting style mostly takes after her experience with street and bar fights. As such, headbutts, groin attacks and eye-poking are perfectly acceptable tactics in her mind. Power Descriptions As the half-human daughter of almighty Thor, Astrid naturally possess many of the superhuman physical traits that characterize the Aesir. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a jötunn over her head without strain, leaping vast distances in a single bound and pulverizing foes with just her fists. The daughter of Thor is likewise quite durable being able to resist attacks that would outright kill a normal human and do some without being no worse for wear. Furthermore, Astrid shares the Aesir's natural immunities to extreme heat, cold and even disease, having never been sick a day in her life. Along with her natural gifts Astrid also wields Þórrklubba, a warclub forged in Niðavellir by the legendary dwarven weaponsmiths Eitri and Brokkr as a gift from her father. Þórrklubba is a magical weapon and with it Astrid can call upon the primordial forces of the firmament, striking foes with bolts of lightning, summoning icy rainstorms, and even allowing herself to fly. Þórrklubba also acts as Astrid's key to the Bifröst, granting her passage to the Nine Realms, along with the ability to teleport short distances in a flash of multi-colored light. While a devastating weapon Þórrklubba looks from a distance as just a large baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by golden Nordic runes that infrequently crackles with magical static energies. Complications: Responsibilities: As a child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir whenever they need something done on Midgard. Big Sister: While Astrid's little brother Anders is as much a demigod as her is and safe in Thor's hall in Asgard, Astrid considers herself his true guardian and will go into a panicked rage if she learns something has happened to him while she was away on Midgard. Nazis!: Besides the obvious reasons, Astrid really, really hates Nazis due to them exploiting the power of her Earth's Aesir during WW2. She's also quite peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene and will go into a berserker rage whenever she confronts villains that share their twisted ideology. Culture Clash: While something of an americaphile, Astrid isn't aware of many of the culture's social taboos and honestly wouldn't really care about breaking them even if she did. Daddy Issues: Has an extremely complicated relationship with her father. His excuses for why he left his mortal family have never satisfied her and she partially blames him for her mother's death. Violence Is The Best Answer: She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to most problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. Abilities: 16 + 4 + 20 + 2 + 0 + 4 = 46PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 20PP Initiative: +2 Attack: +8 Melee (+5 Base, +3 Attack Focus), +5 Ranged Grapple: +16/+21 (+8 Melee Atk, +8 STR, +5 Super-Strength) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -8 Saving Throws: 12 = 12PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +7 (+2 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 with Attractive) Diplomacy 4 (+6, +10 with Attractive) Intimidate 8 (+10) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (English, German, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Feats: 16PP All-Out Attack Attack Focus 3 (Melee) Attractive Benefit (Status: Daughter of Thor) Dodge Focus 5 Interpose Lion Heart Luck Power Attack Takedown Attack Powers: 18 + 24 = 42PP Device 4 ("Þórrklubba") (20PP Device; Hard to Lose, Only Usable by Thursday) [18PP] (Divine) Base Power:·Strike 4 (15PP Array; Alternate Powers 5, Feats: Mighty, Thrown 2 [100 Ft./Incr 20 Ft.], Improved Critical 2 [18-20], Affects Insubstantial 2 [Full Power], Extra: Penetrating 4) [15/15] Alternative Power: Blast 6 "Leiptr!" (Range: 60 Ft, Feats: Accurate, Indirect 2 [Any Point, Directed Away]) {15/15} Alternative Power: Flight 5 "Flaugun!" (Speed: 250 MPH) {10/15} Alternative Power: Super Movement 2 "Kveðja til sín Bifröst!" (Dimensional: The Nine Realms) {4/15} Alternative Power: Teleport 4 "Fara!" (400 Ft. [Move Action], 1 Mile. [Full Action], Feats: Easy, Mass Progression 2 [Carry 500 lbs.], Extra: Accurate 4) {15/15} Alternative Power: Weather Control 3 "Torevêr!" (Cold [Extreme], Hamper Move [25%], Range: 30 Ft., Radius 25 Ft.) {12/15} Container 4.8 ("Asgardian Physiology") [24PP] (Divine) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Extra: Unstoppable) [2PP] Immunity 4 (Cold, Heat, Disease, Own Powers) [4PP] Impervious Toughness 5 [5PP] Leaping 1 (Jumping Distance: x2, Running Jump: 38 Ft., Standing Jump: 19 Ft., High Jump: 9 Ft.) [1PP] Super-Strength 5 (+25 STR carry capacity, Heavy Load: 14.7 tons; Feats: Super-Breath [+8, Cone: 80 Ft. DC18], Thunderclap [Area: 40 Ft. DC18]) [12PP] DC Block ATTACK RANGE DC EFFECT Unarmed +8 Touch DC23 Toughness Damage (Physical) Strike +8 Touch DC27 Toughness Damage (Physical) Blast +7 Ranged (60 Ft) DC21 Toughness Damage (Lightning) Totals: Abilities (46) + Combat (20) + Saving Throws (12) + Skills (14) + Feats (16) + Powers (42) = 150/166 Power Points
  7. Sureshock Power Level: 9/10 (150/156PP) Trade-Offs: +3 Defense / -3 Toughness, -1 Attack, +1 Damage Unspent Power Points: 6 Affiliations: Claremont Academy, Shock and Awe Family: Tabitha Hannigan (Twin Sister), Bill Hannigan (Father), Tandy Hannigan (Mother) In Brief: High School Football Star turned living generator Alternate Identity: Tremayne Hannigan Identity: Private Birthplace: Odessa, Texas Occupation: Student Description: Age: 16 Gender: Male Height: 6'1 Weight: 200 lbs. Eyes: Hazel Hair: Black (With Colored Tips) Tremayne is a muscular teenager with long black dreads. The tips of his dreads are colored in autumn colors such as orange, and yellow. His posture can be best described as nervous outside of his costume. Hunched forward with his head held down by nature Tremayne attempts to avoid drawing attention to himself. His right chest and arm are covered in a large and intrinsic tattoo sleeve with images representing his family, team members, and accomplishments on the football field. His superhero costume is a repurposed football uniform colored black and gold with a visor added to obstruct his face. The center of the jersey has two lightning bolts. With an A emblem on his gloves as a tribute to a catchphrase he used during his football days, "Shock and Awe" now serving as his team name with his sister. Much to her chagrin. History: Odessa, TX is known for two things. Violent crime and High School football. And Tremayne Hannigan was high school football. Despite being an underclassman the young wide receiver's average yardage made him a leading scorer in his division. His future was bright. That was until Tremayne's twin sister asked for him to accompany her to meet her online penpal. Teresa may have been more withdrawn than her brother. But, she wasn't a fool. A teenage black girl in a small Texas city meeting up with a stranger online was a possible contender Cartel kidnapping in the making or any other story with the potential to find itself as a Lifetime movie one day. Personally, Tremayne was half expecting to find some middle age old man in the pizza parlor his sister had agreed to meet. In retrospect, he wasn't really wrong. Sure, there was a teenage boy there who appeared all too keen to meet his sister. But, the pizza place was a cover facility established decades ago. So what appeared to be an empty pizza shop with only employees and a cute teenage boy, quickly turned into an ambush by a group of middle-aged men whose faces seem to vanish from the teen's memories as quickly as they entered. The next week was a blur as they underwent experimentation in the DnAscent process. If not for the timely intervention of Captain Thunder, there was a good chance that the pair would have been sold off for some nefarious purpose. Their parents were grateful to have their children returned to them. But ill-equipped for the difficulties of raising powered children. So when the invitation to Claremont Academy came. With a personal assurance from the headmaster herself that the school was uniquely suited to help their children safely harness their gifts and as. They accepted for the sake of Tremayne and Tabitha. Personality & Motivation: Tremayne is a boy scout both in personality and in the actual association. Adventurous, prepared, and always willing to put others first. Fiercely protective of his sister, his only motivation of going to Claremont was to look out for her. At least that's what he's willing to admit openly. In fact, he misses being part of a team and as High School sports are out of the picture he is looking for something new to belong to as well. Powers (Descriptions & Tactics): Sureshock can generate a massive amount of electrical energy and harness it as he wills. Under Captain Thunder's tutelage, Tremayne learned to fire off arcs of electricity capable of leaping from target to target in a chain before grounding itself. Putting his hands together he can create a searingly bright flash of electricity capable of blinding anyone looking in his direction. Modulating the electricity he fires off, Sureshock is capable of stunning their nervous system akin to a taser. Furthermore, by draining all electric power in an area around him, Sureshock is capable of deactivating Electrical equipment. As this isn't meant to overload equipment it will leave them unharmed, unlike an EMP. A field of electromagnetic repulsion surrounds him slightly protecting him from harm. Tremayne's brain is different now. He isn't quite aware of it, but the way his brain interprets electrical impulses fired off by the neurons is altered enough to provide a level of resistance from mental control. Complications: Conductor: Surrounding Sureshock in a conductive material, or using electrically conductive equipment such as power cables might draw off stores of electricity, draining him like a battery faster than the stored electrical energy can be replenished NRG: Tremayne generates a massive amount of electrical energy which exists in a sort of state of homeostasis within his body. Affecting that stability either through massive amounts of damage or overloading his body with more electricity can affect the electrical impulses in his body leading to temporary medical conditions such as seizures, mental confusion, hallucinations, or whatever else the GM feels appropriate. Ride the Lightning: Tremayne feels drawn to the “rush” of absorbing or conducting electricity. When properly controlled it can stimulate the brain’s pleasure centers unless his mind is compromised then he can find his pain centers being stimulated again. Shock the System: Accidents happen and, in a modern world where everything runs on electronics, it’s fairly easy for electrical powers to short-out or overload computers, electrical wiring, and power systems, causing blackouts, system crashes, and all of their associated problems. Control of his powers can occasionally slip away from him causing such issues. ABILITIES: 6 + 6 + 8 + 4 + 4 + 2 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) COMBAT: 8 + 10 = 18PP Initiative: +11 (+3 Dex, +8 Improved Initiative) Attack: +4 Base, +9 Ranged Defense: +12 (+5 Base, +7 Dodge Focus), +3 Flat-Footed Grapple: +7 Knockback: -3 SAVING THROWS: 1 + 4 + 3 = 8PP Toughness: +6 (+4 Con, +2 Protection) Fortitude: +5 (+4 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5/+9 (+2 Wis, +3, +4 Enhanced Will) SKILLS: 12R = 3PP Concentration 3 (+5) Intimidate 2 (+3) Knowledge (Current Events) 1 (+3) Medicine 1 (+3) Notice 2 (+4) Perform (Stringed Instruments) (+4) FEATS: 39PP Attack Focus (Ranged) 5 Beginner's Luck Dodge Focus 7 Luck Sidekick 25 POWERS: 30 + 3 + 4+ 2 + 5 + 2 + 2 + 1 + 3 = 52PP Electricity Control ( 27PP Array; Feat: Alternate Power 3 ) [30PP] BP: Damage 9 (Extras: Autofire, Range [Ranged] ) {27/27PP} (Chain Lightning) AP: Dazzle 9 (Extra: Area [Perception: General, Vision], Flaw: Range [Touch] ) {27/27} (Lightning Flash) AP: NulLify 9 (All Powers of Type [Electronics] Extras: Duration [Concentration], Nullifying Field ) {27/27} (Rolling Blackout) AP: Stun 9 (Extra: Range [Ranged] ) {27/27} (Taser) Enhanced Feats 3 ( Improved Initiative 2, Second Chance [Mind Control] ) [3PP] (Rewired Brain) Enhanced Will 4 [4PP] Features 2 ( Charger, Jump-Start ) [2PP] Immunity 10 ( Electricity; Flaw: Limited to Half-Effect ) [5PP] (Electrical Resistance) Move Object 1 ( Heavy Load=50 lbs. ) [2PP] (Static Electricity) Protection 2 [2PP] (Electromagnetic Field) Speed 1 [1PP] (Training) Super-Senses 3 ( Acute [Mental], Electricity Awareness [Mental] ) [3PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Chain Lightning Ranged DC24 Toughness Damage (Electricity) Lightning Flash Perception Area DC19 Reflex/Fortitude Dazzle (Light) Rolling Blackout 45’ Burst DC19 Will Nullify (Electronics) Taser Ranged DC 19 Fortitude Stun TOTALS: Abilities (30) + Combat (18) + Saving Throws (8) + Skills (3) + Feats (39) + Powers (52) - Drawbacks (0) = 150/156 Power Point
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