World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

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catsi563
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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by catsi563 » Fri Mar 15, 2019 7:31 pm

good presence but the lack of intimidation would seem to preclude that smile :)
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Fri Mar 15, 2019 7:43 pm

Shock wrote:
Fri Mar 15, 2019 7:26 pm
Did Billy inherit Mom's scary smile?
Nope. They have Zane's superior smirk, instead.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by catsi563 » Fri Mar 15, 2019 7:49 pm

thus the great deception persuasion and presence :lol: :lol:
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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by RainOnTheSun » Fri Mar 15, 2019 11:34 pm

Wow, a 45 point power array? Makes me wonder what Psyker marines stat out as if they can stand up to Billie.

Edit: Then again, it's not like they have to fight them one on one, or even five on one...

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Sat Mar 16, 2019 12:55 am

RainOnTheSun wrote:
Fri Mar 15, 2019 11:34 pm
Wow, a 45 point power array? Makes me wonder what Psyker marines stat out as if they can stand up to Billie.
You may yet find out (he said ominously).

Tomorrow: Elisabeth Summers.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Arkrite » Sat Mar 16, 2019 2:29 am

Davies wrote:
Thu Mar 14, 2019 11:20 pm
In adolescence, it became clear that Billie had also inherited Zane's psychic talents, and was given some training by Zane in the use of same. However, Zane was more involved in the training of several of his other proteges, leaving Billie to largely figure things out by herself (much as Zane himself had) and consequently developed those talents in very different directions.
Darn it Zane, you had one job: Be better than your parents.

Davies wrote:
Thu Mar 14, 2019 11:20 pm
They went to work as an operative for their father's old enemy Savant (who was making a show of penitence)
I love to think that Savant spent ages waiting for Zane to spring back to life to pull of this ephemeral evil plan to destroy the earth.
Any minute now. ;~)


Shock wrote:
Fri Mar 15, 2019 2:09 pm
Zane made it to 65? I'll bet he was surprised :D
I'm pretty sure he was planning on living forever. ;~)

65 is pretty good for a guy who's past his physical prime, tends to antagonize people, seems to be in the middle of trouble... and probably has a large number of people who'd want him dead.

Funny part for me is I'm more curious to know if he opened up his own school before the end there.
Considering how much his time at Claremont meant to him I often wondered if he'd go full circle and open a school when he was done doing the hero thing. Who knows. Always a possibility.

Shock wrote:
Fri Mar 15, 2019 7:26 pm
Did Billy inherit Mom's scary smile?
Oh god, I hope having Zane as a father wasn't that traumatizing ;~)
Davies wrote:
Fri Mar 15, 2019 7:43 pm
Nope. They have Zane's superior smirk, instead.
The poor child.
We do tend to turn into our parents, don't we?
catsi563 wrote:
Fri Mar 15, 2019 7:49 pm
thus the great deception persuasion and presence :lol: :lol:
If she's anything like her father she'll fail every persuasion roll in spite of the amazing stats :lol:



Billie seems like a fun cross of Toxic's hard to hurt physicality and Zane's mental tricks. Which can be a very expensive setup.
Curious to see how things go for her and the rest of the reborn heroes.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Sat Mar 16, 2019 2:47 am

Arkrite wrote:
Sat Mar 16, 2019 2:29 am
I'm pretty sure he was planning on living forever. ;~)

65 is pretty good for a guy who's past his physical prime, tends to antagonize people, seems to be in the middle of trouble... and probably has a large number of people who'd want him dead.
I am deliberately leaving the exact circumstances of Zane's death for you to describe.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Sat Mar 16, 2019 8:00 pm

Elisabeth Summers

Image

"My name is Elisabeth Summers, and this is my home. You are not welcome here. Begone."
-- spoken to more than one supernatural threat


Born sometime in 1968 and raised in a New York orphanage, the girl who would grow up to be known as Elisabeth Summers was likely assigned that family name as a way of paying tribute to one of the orphanage's major financial benefactors, Duncan Summers. Elisabeth is aware of this, but doesn't assign any particular meaning to it; she never met Duncan Summers in her first life and now never will, and the vague resemblance between their features doesn't necessarily mean anything.

She attended a vocational school to train her as a nanny, and chanced to be hired as such by Gloria Andrews Butler's business manager to serve as a nanny for the woman's six-year old nephew, Jonathan. So it came to pass that she moved from New York to Andrewsville, Maine, and took up residence in the House of Shadows. Within a few days of that, she was meeting (and dating) vampires, werewolves, ghosts, demons, witches, serial killers, and time traveling versions of all of the above. She met all this with a ridiculously calm demeanor and a determination to protect the people in her charge -- which gradually grew from Jonathan to the entire Andrews-Butler family, and anyone who happened to be resident in the House.

The exact source of Elisabeth's abilities to withstand more or less anything that the universe throws at her and see through supernatural deception is unknown. She believes that the Shadows for which the house is named require and will create a balancing force of light to ensure that they can persist, and that she has, for good or ill, been invested with that force. Other theories have been advanced by various people, most notably Harry Angell (who believes that his ex-girlfriend is 'just too damn stubborn') but Elisabeth isn't inclined to believe them. The truth is something she would very much like to know.

The House of Shadows' transition from the twentieth century to the thirty-third changed Elisabeth's role only slightly, as it stripped away many of the social advantages that the Andrews-Butler family enjoyed. As Elisabeth was able to quickly learn the local language, she found herself acting as a liaison between Gloria and a world that the mistress of the house neither understands nor admires. Gloria makes a great show of resenting this, but there are those who believe that Gloria secretly respects Elisabeth a great deal.

It should be understood that Gloria's 'immunity' only functions when she takes no direct action against an opponent. Talking to them is acceptable, but anything more than this will leave her as unprotected as any other young woman would be.

Elisabeth Summers -- PL 6

Abilities: STR 0 | STA 3 | AGL 1 | DEX 0 | FGT 0 | INT 1 | AWE 3 | PRE 3
Powers:
Innocence:
Immunity 120 (Fortitude, Toughness, Will), Passive, Subtle - 61 points
Truth: Senses 2 (vision counters illusion and invisbility) - 4 points
Advantages: Animal Empathy, Attractive, Fearless, Language (Mugei).
Skills: Expertise: Magic 4 (+5), Insight 8 (+11), Perception 6 (+9), Persuasion 4 (+7), Treatment 4 (+5).
Offense: Initiative +1, Unarmed +0 (Close Damage 0)
Defense: Dodge 5, Parry 4, Fortitude 6, Toughness 3, Will 6
Totals: Abilities 22 + Powers 65 + Advantages 4 + Skills 13 + Defenses 14 = 118 points
Complications: Responsibility--Motivation. Extreme Weirdness Magnet. Friends. Wishes to Learn Her Secret Origin.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Fri Jul 26, 2019 2:48 pm

It recently occurred to me that the Liberty League was missing versions of a number of Golden Age archetypes. Here's the first of my attempts to fill in those blanks.

Mentor

Image

Late in the year that some of Earth dubbed 1939, an individual whose profession might best be described as a 'private investigator' found himself following a lead on the whereabouts of an old enemy which brought him to the Sol system. Hallan the Golden, as he was known to those familiar with his exploits, experienced a strange sensation of familiarity, which some of Earth would have dubbed deja vu, as he passed the outer planets, the asteroid belt, and the dead world called Mars, and began to descend into the gravity well of the system's third planet. He dismissed the feeling as imaginary, and proceeded with his self-imposed mission.

(What Hallan the Golden did not then or ever realize was that, in an earlier iteration of history, he had been a frequent visitor to this planet from the year 1927 onward, in the company of other space-faring heroes. But in the current iteration of history, most of those heroes had either never been born or never become heroes, and that the Cosmic League which united them had never been formed. Perhaps because his origins long predated those of the other members of the Cosmic League, Hallan the Golden had continued to exist, and to pursue a lonely quest for justice, which now brought him to Earth for what he believed was the first time.)

He arrived in Freedom City and attempted to engage in a covert investigation, having no desire to expose the natives of this planet to the realities which lay beyond their fleecy skies. However, he was startled to learn that Freedom City had lately become a city where the wondrous was somewhat commonplace, and found his path crossing that of a number of the super-heroes of the day, most notably the Centurion (whom, again, he found strangely familiar) and the man called Midnight. He also found himself making friends of some of the residents of Freedom City, most notably another private investigator, Hank Baldwin, and his girlfriend Billie. It was Hank who gave Hallan the alias that he would use in his activities as a superhero, drawn from the science fiction magazines that the young man consumed with a passion.

When the Liberty League formed, Mentor hesitated to accept the invitation to join. Was it right for an alien to this world to take sides in a conflict between its natives? Doctor Tomorrow somehow guessed that he would have such reservations, and sought him out to reveal that he was aware of Mentor's extraterrestrial origins. The Doctor believed that Mentor's assistance would be crucial in several of the battles to come, but he refused to force Mentor into the association -- the invitation was his to accept or decline. When Bundists under the command of Dr. Geistmann attempted to kidnap the Baldwins on their wedding day, Mentor decided (after saving his friends) that events had clearly chosen his side for him, and attended the first meeting of the Liberty League.

Even so, he remained a somewhat reticent and secretive ally. A few of the other Leaguers guessed that he must be from another world, but never pressed him for details. When Johnny Rocket inquired as to his origins, Mentor stated that he'd been an archaeologist who discovered what he called the Cosmic Wand on one of his expeditions. It seems likely that this was the case, but that the expedition had been on some other planet, and many years ago. (Hallan the Golden once slipped and referred to himself as being older than some senior citizens he helped to save, suggesting that he was around eighty years of age in the mid 1940s.)

Much as with his close friend, the Envoy, Mentor chose to end his participation with the Liberty League soon after the war ended. He left Earth for the last time in 1946, and was never seen there again. Just as origins are something of a mystery, so too is his ultimate fate. The Star Knight A'lan Koor, who revealed Mentor's nature to the Freedom League not long after he joined, stated that the Star Knights had last had contact with him around 1958, when he'd conducted a raid into Grue-held territories from which he never returned. It seems likely that he met a truly grim end. However, a half-century later, another alien arrived on Earth bringing the Cosmic Wand with him. It has lately passed into the hands of San Diego native Kristy Tamura, who uses it under the alias of the Star-Spangled Girl.


Mentor (Hallan the Golden) -- PL 10

Abilities: STR 2 | STA 3 | AGL 2 | DEX 3 | FGT 6 | INT 7 | AWE 2 | PRE 2
Powers:
Cosmic Wand: Removable (-14 points)
Energy Shield: Sustained Protection 10, Affects Self and Others in Touch Range Burst Area; Sustained Immunity 10 (life support) - 40 points
Shooting Star: Flight 8; Movement 2 (space travel 2) - 20 points
Force Manipulation: Array (24 points)
  • Basic Blast: Ranged Damage 12, Dynamic - 25 points
  • Binding Shot: Ranged Concentration Affliction 8 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree, Dynamic - 2 points
  • Remote Lifting: Move Object 12, Dynamic - 2 points
  • Shaped Object: Moveable Create 8, Dynamic - 2 points
Advantages: Accurate Attack, Extraordinary Effort, Improved Defense, Improved Initiative, Inventor, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Well-Informed.
Skills: Acrobatics 3 (+5), Athletics 6 (+8), Close Combat: Unarmed 3 (+9), Expertise: Science 8 (+15), Investigation 7 (+14), Perception 8 (+10), Ranged Combat: Cosmic Wand 5 (+8), Technology 8 (+15).
Offense: Initiative +6, Unarmed +9 (Close Damage 2), Basic Blast +8 (Ranged Damage 12), Binding Shot +8 (Ranged Affliction 8, Resisted by Dodge).
Defense: Dodge 7, Parry 6, Fortitude 7, Toughness 13/3, Will 9.
Totals: Abilities 54 + Powers 57 + Advantages 9 + Skills 24 + Defenses 16 = 160 points
Complications: Doing Good--Motivation. Secret (alien). Power Loss (Cosmic Wand must be allowed to recharge after heavy use).

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Fri Jul 26, 2019 2:51 pm

Optimus

Image

Drake Wilson decided by the time he turned twenty that simply managing and increasing the fortune amassed by his ancestors held little interest for him. He desired something more: an opportunity for adventure and excitement, both sadly lacking in the current pastimes that came so easily to him, and an opportunity to benefit those not nearly so lucky as him in ways other than giving money to charities. Inspired by the masked heroes of the pulp era of the Twenties and early Thirties, Drake created the costumed persona of Optimus, and set about thwarting criminals and rescuing innocents, while all the while serving as a public symbol of the perfectibility of Man.

He took every opportunity to speak to the public, either in person or through the press, in order to press his case that everyone out there could be just as remarkable and heroic as himself if they only put themselves in the correct frame of mind and applied themselves diligently to self-improvement, physically but also mentally and ethically. Needless to say, his charm and oratorical gifts (as well as his remarkable good looks) won him quite a following in the early days of his career, and if some of the rougher-edged cops and masked vigilantes were a bit dismissive of his publicity-seeking, well, no one could deny either his good intentions or his successes.

Optimus was one of the first heroes to answer the call for heroes that led to the formation of the Liberty League. He soon found himself fascinated by Doctor Tomorrow's apparent foreknowledge, and (to his mind) graciously took the role of a follower instead of becoming the team's leader, in order to better learn from his fellow man of action. He also developed something of a rivalry with the man called Midnight. The two men, despite the fact that they both had no powers other than superbly trained bodies and minds, found themselves frequently at odds over practically every issue that confronted the League.

When the Patriot and Siren joined the team, Optimus actively sought to cultivate relationships with them. On the one hand, his own governmental connections had informed him of the Patriot's mission as a government watchdog, and Optimus knew that the continued support of the government was absolutely necessary for the League's mission. His interest in the Siren was more personal; he found her to be the most fascinating woman he'd ever met. For her part, the Siren, aware that she might never see her Atlantean prince ever again, reciprocated Optimus' interest to a certain degree. By all accounts, their relationship was chaste, but fairly close regardless.

After the close of the war and the disappearance of Doctor Tomorrow, the Liberty League held a special meeting to determine who should be their new leader. The Patriot nominated Optimus as an alternative candidate to the Freedom Eagle, mostly so that there was another candidate rather the process acting as a confirmation of the Eagle's succession. Optimus was shocked and dismayed when he only garnered two votes for the chairmanship. It was only the first of a number of unpleasant events that would confront him over the next year, with the next coming when the Siren chose to end their relationship in order to marry Prince Thallor.

Nothing in Drake Wilson's life thus far had prepared him for this sort of disappointment. He responded by taking what he claimed was a leave of absence from the Liberty League and superheroics in general. With the exception of one episode in the early 1960s, this leave would last for the rest of his life. He went to work for the United Nations Organization, in hopes that he could do more good and work to prevent future conflicts in this way. These hopes would unfortunately be dashed over the next decade. Reportedly, the Patriot invited Wilson to take part in his Atomic Brigade, but Wilson declined while offering Simmons somewhat patronizing advice on how to go about running the organization.

Wilson watched the start of the Silver Age with confusion. He found himself increasingly and uncomfortably at odds with the people who should have been his peers, and also ever more certain with each passing year that the clock was ticking down towards nuclear war. He studied the nascent science of cliodynamics in hopes of finding a key to predict the future, and ultimately succeeded in doing just that. But the future he saw spelled it out that there would be a horrific, final war in the early 1980s. Something had to be done to prevent this. No, not something ... anything that could prevent it was acceptable, in the long run.

And so he set out to do just that. His manipulations caused a great many problems for a great many people, but the ultimate outcome, in 1979, was what he had been aiming for -- the Soviet invasion of Afghanistan. With their forces tied up in the Graveyard of Empires, the Soviets would never have the wherewithal to launch an attack on the West. He'd done it. He'd saved the world. And he cheerfully punched the new numbers into his equation to see what the new future would hold.

When a group of unlikely heroes broke into his upstate New York home, seeking out the one who'd caused so much havoc, they found a wrecked computer and the man they were looking for, lying peacefully in his bed and dead of a drug overdose. A note was resting on his office desk. It read only, "I'm sorry."

Optimus -- PL 8

Abilities: STR 4 | STA 4 | AGL 4 | DEX 4 | FGT 8 | INT 5 | AWE 5 | PRE 5
Powers:
Striking Strength: Strength-based Damage 2 - 2 points
Equipment: Armored Costume (Protection 2), Throwing Discs (Ranged Damage 5), and 13 points of equipment as necessary.
Advantages: Agile Feint, Assessment, Attractive, Benefit 3 (Millionaire), Close Attack 2, Connected, Contacts, Improved Hold, Improved Initiative 2, Improved Trip, Inspire 2, Jack-of-all-Trades, Languages 3, Power Attack, Redirect, Uncanny Dodge, Well-Informed.
Skills: Acrobatics 6 (+10), Athletics 6 (+10), Deception 8 (+13), Expertise: High Society 6 (+11), Insight 7 (+12), Intimidation 7 (+12), Investigation 6 (+11), Perception 8 (+13), Persuasion 8 (+13), Ranged Combat: Throwing Discs 6 (+10), Sleight of Hand 6 (+10), Stealth 6 (+10), Technology 6 (+11), Treatment 6 (+11), Vehicles 6 (+10).
Offense: Initiative +12, Unarmed +10 (Close Damage 6), Throwing Discs +10 (Close Damage 5).
Defense: Dodge 10, Parry 10, Fortitude 8, Toughness 6/4, Will 7.
Totals: Abilities 78 + Powers 2 + Advantages 24 + Skills 46 + Defenses 14 = 164 points
Complications: Responsibility--Motivation. Fame. Old-Fashioned. Snobbish.

Optimus was created for the 5th and 6th edition Champions Universe, and finally described in The Golden Age of Champions, from which the first two paragraphs of the above background were taken.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Fri Jul 26, 2019 2:55 pm

The Death Waif

The image this time is a little gruesome, so I think that I'll link to it rather than posting it.

One "interesting" consequence of the gradual collapse of Cabot, Cunningham & Crowley, following the final fate of Lucius Cabot in 2007, was that various projects of the senior partners came to light, either because they were used in the firm's infighting, or because the resources to keep them under lock and key were no longer available. It's believed that the latter situation is the one that resulted in the being called the Death Waif being set free to walk the Earth.

Fragmentary records, collected by Meg Richie, indicate that the Death Waif is not native to Earth, but that she's not from elsewhere along the Crimson Coil either. Unusually, she's from a parallel universe, one that a certain former partner at the firm gained access to using technology obtained from something called the Murder League. If details about the transactions through which the Waif was purchased are hard to come by, information about the world from which she was obtained is positively obscure, but it seems reasonable to conclude that it had apparently undergone a zombie apocalypse.

Fortunately, the partner who'd obtained the Death Waif took steps to make sure that the infectious plague which was spread by that world's zombies wouldn't be spread by the one he'd imported, more out of a sense of self-preservation than any benevolence. While the Death Waif's teeth inflict wounds that are very slow to heal, and often leave terrible scars on those lucky enough to survive her attacks, her victims are in no danger of becoming zombies themselves. (Unless, of course, the virus mutates. Which they tend to do.)

The partner in question was killed in the opening weeks of Cunningham and Crowley's civil conflict, having made a false move and paid the ultimate price. The employees who owed him fealty were claimed by other players, and the cell which contained the Death Waif was left unattended. After it became clear to her that the regular meals to which she'd grown accustomed would no longer be coming, the Death Waif decided that it was time to leave. So she tore her way out of the cell, and discovered that it had been built under a nightclub (once owned by the late partner, now under new management) which was filled with people.

Wonderful people. Tasty people. And she hadn't eaten in days.

The screams drew the attention of Seven and the Bowman, who were on patrol nearby. While Bowman took care of evacuating the civilians, Seven confronted the Death Waif. She was startled by the toughness that the zombie-creature possessed, but her magic allowed her to prevail and capture it. As the Shining Shackles of Sirrion closed around the creature's hands and feet, Seven wondered aloud what she ought to do next. After all, it wasn't as though she could turn over a mindless zombie to the police, so perhaps she should just --

"Who's a mindless zombie?" asked the Death Waif.

Well. That was a different wrinkle. It soon became apparent that the Death Waif was clearly aware of her actions, and under those circumstances (and despite Bowman's not-too-subtle hints that it would probably be a good idea if they destroyed her anyway) Seven felt obligated to turn the creature over to the authorities. Unfortunately, despite precautions, she managed to escape from captivity and escape into the night.

While cognizant of her actions, the Death Waif seems to find it impossible to understand why anyone would try to stop her from eating people. It's not that she doesn't understand that people don't like to be eaten, it's more that she can't understand why anyone other than the people being eaten would object to it. Self-defense is one thing, but sticking your neck out for anyone else? That is just plain crazy, and the persistence of Seven and other superheroes in doing so, and thus stopping her from getting her meals, really annoys her. (Interestingly, one of Seven's auric examinations of the Waif suggested that her attitude towards such matters predates her transformation into one of the hungry dead.)

The Death Waif is unlikely to cooperate with other villains, unless they're obviously non-organic and thus non-food, or unless she's being controlled in some manner, as when Baron Samedi used subtle hypnosis to compel her to assist him. In addition to being the premiere member of Seven's rogue's gallery, she also crossed paths with the Next Gen and the Alterniteens. She seemed to recognize Elite, or possibly simply his fighting style, which suggests that the Murder League was quite active on her original world. Following Seven's departure from Earth, the responsibility for dealing with the Waif has passed to the current incarnation of the Next Gen, particularly Elflight -- who would prefer to deal with the monster in a more permanent manner, but respects the local laws on such matters.

It should be understood that, despite what she believes, the Death Waif doesn't need to eat flesh in order to survive. Her abilities weren't diminished in any way by her brief period of "starvation", and wouldn't be if she never ate another bite. (She also doesn't gain weight from "binging".) But she doesn't know that, and wouldn't believe it if she was told. Or perhaps more accurately, she just wouldn't care.

The Death Waif -- PL 11

Abilities: STR 12/10 | STA -- | AGL 3 | DEX 2 | FGT 8 | INT 0 | AWE 2 | PRE 1
Powers:
Fearsome Presence:
Perception (Visual) Area Affliction 6 (Resisted and Overcome by Will; Impaired, Disabled, Paralyzed), Selective, Subtle, Intimidation Check Required (DC 15) - 14 points.
Rage: Enhanced Advantage (Fearless) and Enhanced Strength 2, Quirk (-1 to active defenses) - 4 points.
Teeth: Strength-based Damage 2, Incurable, Quirk (not versus force fields or hard armor) - 2 points.
Undead: Immortality 11; Immunity 30 (Fortitude); Protection 12, Impervious 10; Regeneration 10; Senses 2 (darkvision) - 84 points.
Advantages: Improved Grab, Improved Hold, Improved Initiative, Power Attack.
Skills: Athletics 4 (+16/+14), Insight 8 (+10), Intimidation 12 (+13), Perception 6 (+8), Stealth 6 (+9).
Offense: Initiative +7; Unarmed +8 (Close Damage 10, 12 with Rage), Teeth +8 (Close Damage 12, 14 with Rage).
Defense: Dodge 7, Parry 8, Fortitude Immune, Toughness 12, Will 8.
Totals: Abilities 42 + Powers 104 + Advantages 4 + Skills 18 + Defenses 10=178 points
Complications: Hunger--Motivation. Monstrous Appearance. Psychopath. Unimaginative.

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Re: World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Post by Davies » Fri Jul 26, 2019 3:00 pm

Ariel

Her self-image/past life's appearance:
Image

Her current life's appearance:
Image

Elsewhere in the multiverse, there is a land ruled by a magic-wielding aristocratic elite, who reign over a largely non-magical peasantry. Rossandra Colleyne was the heir to one of the larger and wealthier regions of this land, and her family had arranged her engagement to one of the younger heirs of their sovereign. Rossandra had no romantic ideals about this relationship; it was a political match, to be set aside if a better situation ever arose for either party. However, at the start of her final year at the Grand Academy where all magic-users were trained in the use of their powers, she was somewhat startled to learn that her fiance had lately been seen in the company of a younger woman hailed as a magical prodigy who had arisen from the commons. This seemed uncharacteristic of him, and Rossandra resolved to discover what was afoot.

The very day after she made that resolution, however, she found herself confronted by her fiance and a number of members of the faculty, who accused her of sponsoring a campaign of bullying against the aforementioned magical prodigy. Rossandra found this bewildering, since she had only just learned of her so-called rival's existence the previous day, and yet she was now supposed to have been scheming against her for months. In order to establish her innocence, she agreed to drink what she was told was a truth potion ... which turned out to be an extremely lethal poison. Her final thought was a confused protest that her life was coming to an end before she had ever managed to do anything.

She awoke sometime later in an unfamiliar room, arose from an unfamiliar bed, and stumbled in front of an unfamiliar mirror -- in which she saw a face that was not only unfamiliar, but decidedly male. Forcing herself to remain calm, she soon discovered that she was occupying the body of a fifteen year old boy named Kei Kuruma, an person of no particular social standing or wealth, who lived in a place called Freedom City, where beings of power greater than the most legendary magic-user were either paraded as heroes or scorned as villains, but definitely didn't rule. Rossandra was even more confused by what she learned about the history and society of this place, but reminded herself that she was a visitor here, and should not expect every place to resemble her beloved Gallantri ... to which she hoped to return, shortly.

Rossandra's only real asset in this situation was that she retained her magical powers. She spent what was left of Kei's final year of middle school trying to learn as much as she could about the local forms of magic, which was, unfortunately, very little. However, she did manage to discover a rumor that the best place for someone who wanted to learn magic was at the Claremont Academy, and persuaded Kei's parents to arrange for an interview with one of that school's recruiters. Once she was alone with the recruiter, she completely unburdened herself, revealing everything about herself. The recruiter was initially inclined to believe that Kei was just suffering from delusions brought on by a case of gender dysphoria, but 'his' magic was clearly a genuine super power, and so it was agreed that 'he' would start school at Claremont, where the truth of the situation could be revealed.

As it happened, the headmaster had an acquaintance who had considerable familiarity with souls and travel between worlds. Zalman carefully examined the psyche of this young person and came to three conclusions. First, there was a human soul foreign to the Tellurian within this body, in addition to that which should have been there. Second, the soul of Kei Kuruma was in a state of slumber that not even Zalman could end. Thirdly, while it would be possible to expel the foreign soul, that would not awaken the body's native soul, and instead send the body into a degenerative coma. The best thing to do would be to allow Rossandra the use of Kei's body until a way could be found to revive him, along with a way to return Rossandra to her own world.

Rossandra agreed to this condition, and is being educated in the use of her powers by the elderly Lilian Vervain, whose elemental witchcraft is the closest match to the similarly elemental tradition that she practices. Under her tutelage, Rossandra has learned that she actually has magic beyond her family's mastery of the wind. The magic of the heart, which she also possesses, is largely derided by members of her class, but she believes that she must take up every possible advantage if she wants to survive in this world and return to her own. And Lilian has assured her that heart is a greater power than those who raised her realize.

While she would prefer to dress in fashions like those she knew before, Rossandra realizes that she must keep her 'true self' a secret, as she does not want Kei's parents to worry about their son. (She has sworn to protect him, and her given oath is sacrosanct.) Thus, she dresses in men's attire which better suits her body. Likewise, despite being attracted to a number of people she has encountered at Claremont, she avoids intimate relationships on the basis that it would be wrong to do that with Kei's body, as well as the fact that she hopes to leave this world soon and does not want to leave any broken hearts behind her. In all things, she is guided by her sense of a noble's obligations to do right by others unless those others seek to do wrong.

She will be utterly horrified when she learns that her rival has started a revolution, and now leads a reign of terror ...

Ariel -- PL 8

Abilities: STR 0 | STA 0 | AGL 1 | DEX 3 | FGT 4 | INT 1 | AWE 3 | PRE 3
Powers:
Heart Magic: Mind Reading 8, Limited to emotions - 8 points.
Mystic Awareness: Senses 4 (Mystic Awareness, Acute, Analytical, Radius) - 4 points.
Wind Magic: Array (16 points)
  • Lifting Winds: Move Object 8 - 16 points.
  • Whispering Wind: Communication 3 (auditory, air), Subtle - 1 point.
  • Wind Burst: Ranged Burst Area Affliction 5 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) - 1 point.
  • Wind Lash: Ranged Damage 8 - 1 point.
Wind-Riding: Linked Flight 6 and Sustained Protection 10 - 22 points
Advantages: Accurate Attack, Improved Initiative, Language 1*, Power Attack, Ranged Attack 5, Trance.
Skills: Expertise: Magic 6 (+7), Insight 6 (+9), Intimidation 4 (+7), Perception 4 (+7), Persuasion 4 (+7).
Offense: Initiative +5, Unarmed +4 (Close Damage 0), Wind Lash +8 (Ranged Damage 8), Wind Burst -- (Ranged Burst Area Fortitude 5).
Defense: Dodge 6, Parry 5, Fortitude 4, Toughness 10/0, Will 8.
Totals: Abilities 30 + Powers 53 + Advantages 10 + Skills 12 + Defenses 15 = 120 points
Complications: Acceptance--Motivation. Noblesse Oblige. Secrets.

* Ariel actually speaks a number of languages that exist only in her own world, but as she's unlikely to put them to use in adventures in Freedom City, she spends only 1 rank on the Language advantage for fluency in Gallan, her native language.

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