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  1. - Top - End - #1
    Barbarian in the Playground
     
    RedSorcererGirl

    Join Date
    Jan 2015
    Location
    Sacramento, CA
    Gender
    Female

    Default V for Victory! (OOC)

    IC is here.

    Here we are!

    A few things to run through before we get to the adventurin', which will go up tomorrow, or possibly Friday, depending on how much of a pain my real world schedule is.

    If you would, everyone please repost your apps, and pick a speech color.

    If any of you want to figure out backstory or pre-game connections and encounters, now would be the time to do that.

    For (closer to) real-time communication and chatting, I'm considering putting up a Discord thread (just chat, no voice). Any objections to that?

    A couple notes that don't fit anywhere else: An optional rule I use, and one that bears mentioning before there's any combat. If you're out of HP and really want/need one, I allow players to "buy" them in return for getting hit with a complication on their next turn.

    Also, I have an open-door policy, and this goes OOC and IC. If something or somebody makes you uncomfortable, please, please, please let me know. Don't suffer in silence, it's not noble. On the lighter side of that coin, I have stories and plans galore, but nothing makes me happier than shifting them because you guys came up with something better. If you have ideas for your characters or the game in general, lay 'em on me. Goals, conflicts, secrets, romance, just stuff you think would be cool, say so. I am but your humble servant. Of course, the backgrounds will hopefully help with that, but when inspiration strikes, fill me in.

    Spoiler: Pitch and Big 16, for reference
    Show
    There have always been extraordinary people among us. Even when humanity was young, we told tales of those who were stronger, faster, smarter. Of wily tricksters and mighty warriors, of gods and heroes. Some of those tales were true. Some of them might even have been about you.

    Though human history is filled with tales of the supernatural and extraordinary, few would deny that we now live in a different era. The world changed on February 8th, 1938*, when a man calling himself the Centurion single-handedly stopped a bank robbery in the heart of Freedom City, and nothing has quite been the same since.

    Clad in blue and gold armor and gifted with astonishing strength, speed and the ability to fly, the Centurion dominated the headlines of the entire world. The Centurion was not some shadowy masked avenger, or a dusty figure of ancient myth, but a man of flesh and blood, someone who could be seen in newsreels and heard on the radio.

    The Centurion’s appearance seemed to trigger something even greater, and within a month reports began trickling in from around the globe of others like him, figures both good and evil with talents and powers undreamed of by mortal man.

    A phrase used offhandedly in a newspaper article caught on, as the realization spread that the world was going to be a very different place from now on. It was the dawn of the age of the superhero.

    The world changed again less than two years later, in September 1939, when Nazi Germany invaded Poland and the clouds of war that had gathered over the previous decades finally burst. With the war came an explosion in the numbers of superhumans, as the combatants scrabbled for every available edge. The fall of France, the invasion of the Soviet Union, and the entry of the United States into the war following the Japanese attack on Pearl Harbor at the end of 1941 have expanded and confused the superhuman side of the war still further.

    Though all sides dream of fielding great superpowered armies, none have yet succeeded, though certainly not for lack of trying. German and Soviet attempts to raise and use superhuman units as “conventional” forces, though heavily featured in propaganda, have so far proven costly and ineffective in practice, the expense and appalling casualties not worth the psychological and tactical edge their talents provide.

    They have found far greater success using superhumans as elite specialists, covert agents, and daring commandos - small, flexible squads, operating outside the normal chains of command, able to assemble at a moment’s notice, move fast and hit hard, like the superteams of peacetime (and some simply are the superteams of peacetime, especially true in the American forces, where President Roosevelt made a speech calling for the nation’s “mystery men” to step forth from the shadows and do their part.). These teams, operating where regular forces cannot, doing what they cannot, have been indispensable in the course of the war. The fate of millions hangs in the balance.

    That’s where you come in.





    *A few mystic types might dispute that, claiming that the true change happened in 1935, when Adrian Eldritch became Earth’s new Master Mage. They usually start wailing about “rising tides of darkness” and “forces of destiny”. Mystics are rarely invited to parties.
    Hello, everyone!

    I've had a hankering for a Golden Age superheroes game for a while now, and since all previous attempts have died in the planning stage, I decided that the only way I was going to scratch that itch was if I ran it myself, so here we are.

    The world is at war, and the call has gone out to the world's superheroes, mystery men, and masked adventurers. Our protectors are needed now, more than ever. It is February, 1942. The Axis are ascendant on all fronts, steeling their troops with terrible technology, strange science, and mysterious magics. Reports from spies and resistance fighters whisper of even greater and more terrible things to come. The situation is dire. The Allies need hope, and more than that, they need results. It is the High Command's expectation that you will provide both.

    The team will nominally be under British command, as part of the SOE, the branch of spies, saboteurs and commandos that Churchill ordered to "set Europe ablaze", and the direct inspiration for the James Bond stories. The SOE operated worldwide, wherever they could help the war effort, and likewise, our newest team of ...special recruits can come from everywhere.

    Have you got what it takes to save the world?

    A note that doesn't fit anywhere else: This isn't first come, first serve. Recruitment will run for at least a week, and those who have posted interest will have more time beyond that to finish up. Don't feel rushed, I want people to be satisfied with their apps.

    Spoiler: The Big 16:
    Show
    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    Mutants and Masterminds 3e

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Golden Age WWII superheroics, with healthy dollops of pulp adventure and noir mystery!

    On paper, I suppose the setting is M&M’s “canon” Freedomverse, a fairly bright, four-color modern comic book world. However, given that this is a Golden Age game, large parts of the world will be homebrew by necessity. Knowledge of the Freedomverse is certainly not necessary. I will mostly be mining it for resources, rather than adhering to any kind of strict canon, and players are highly encouraged to create new places and people in their apps.

    The tone will be relatively light and adventurous. I am aiming for peril and drama and fun, not crushing despair. The Rocketeer, Captain America: First Avenger, and the Indiana Jones movies are good thematic examples.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    Looking for 4-6 players. Anyone who posts a complete app but doesn’t get picked will be considered an alternate if they wish.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    Here on the forums.

    5. What is the characters' starting status (i.e. experience level)?

    Characters will be PL 8, 135pp. It is my hope that the extra points will allow for well-rounded builds while staying true to the generally lower power level of Golden Age and pulp adventures.

    6. How much gold or other starting funds will the characters begin with?

    Not applicable. Note that a base will be provided during the course of gameplay, so if you want one as part of your concept, fire away, but nobody needs to buy one simply to have it.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    No classes in MnM. That said, MnM is pretty easy to break. Be gentle, use common sense. If you’ve got a concept that makes heavy use of Variable, run it by me first. I’d rather not have someone put in all that work and get vetoed.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    The Freedomverse is a kitchen-sink supers universe. Aliens, robots, magic, mutants, got it all. If you can think it up, it probably exists, or can be added in easily. Note that when Golden Age characters have powers, they tend to favor science and magic flavored origins. X-men style “simply born with special abilities” characters are relatively rare, and are often aliens or other outsiders (the grand example being, of course, Superman himself.). All of this is simply meant as window-dressing, and your character should be whoever you want to play.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    Standard M&M point-buy.

    10. Does your game use alignment? What are your restrictions, if so?

    I expect characters that will be able to work together as part of a team, and who are at least nominally heroic. I certainly don’t expect everyone to be saints, but common sense applies. In the end this is a superhero game, don’t ask to play the Joker. (Unless you’ve got a hell of a pitch lined up. I’m always willing to hear out an idea. :P)

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Not applicable.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Rolling on the forums. Players will make their own rolls, GM will roll for NPCs and secret stuff.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    None to start.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    Background is required. I’d like characters to use the Ten-Minute Background, the format of which is included down below. I’ve found it a fantastic tool for integrating characters into the world and it provides plenty of potential plot hooks for me to use. Anything you want to add above and beyond that, like a standard fluffy background, is gravy. Appreciated, noted, but not necessary.

    At game start, your characters will be in London. How and when you arrived is up to you. You are “irregular” agents of the Ministry of Ungentlemanly Warfare, unique and elite specialists subject to little of the fuss and bureaucracy of the regular military, whose missions can be almost anything, so long as they further the war effort. Please note why you accepted this offer in your background. While Captain America is perfectly welcome, not everyone needs to be from an Allied or Axis nation, or fighting for the greater good for that matter. Whatever your personal stakes, the Allies have need of your ...unusual talents. You will be meeting each other and being briefed on your first mission at game start.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    Plenty of all three, but roleplaying will be front and center.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    All M&M3e material is open. Here is a link to the MnM3e SRD, which has all the rules for free.


    Spoiler: A Note on the intersection of history and flying people in capes
    Show


    A game set in a realistic version of the 1930’s or 40’s would be fascinating to me, and I wouldn’t mind someday playing in a game with more grit and accuracy.

    This game, on the other hand, is about people who can fly and shoot lasers from their eyes. I don’t want concepts and backgrounds to be limited by the ugliness of the real world at the time. The real-world SOE didn’t care who you were or what you believed, as long as you could help the war effort. Their reasons were pragmatic, but for the 1940’s, it was remarkably accepting. This will hold true for us.

    For now, I’m putting up fluff about retro-future flavor, and how it’s a “brighter” world - let’s just say in some ways, it lives up to it and go from there. Characters do not have to all be blond-haired, blue-eyed white dudes. You’re fighting the Nazis, not imitating them.

    It’s not to say the dark side of things won’t appear at all - it is not my intention to whitewash, and prejudice is on the complication list for a reason, after all. Rather, it’s that dealing honestly with omnipresent, deep rooted racism, sexism, homophobia, and just about every other form of hatred and discrimination imaginable as a fundamental part of everyday life while keeping the tone of the game fun and bright… well, that’s beyond my skills as a GM. Just being upfront. I can’t make the Holocaust cheery. This is meant to be Indiana Jones/Captain America pulpy goodness. The worst thing humanity has ever done will not be front and center, but I felt it worth mentioning that its absence is not malicious.

    Back to the superheroes!
    Last edited by Red_Jenny; 2016-12-28 at 09:13 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    RedSorcererGirl

    Join Date
    Jan 2015
    Location
    Sacramento, CA
    Gender
    Female

    Default Re: V for Victory! (OOC)

    And a spare post for lore, notes, and other goodies.

  3. - Top - End - #3
    Troll in the Playground
     
    tonberrian's Avatar

    Join Date
    Aug 2008
    Gender
    Male

    Default Re: V for Victory! (OOC)

    Sub-Marina reporting for duty!

    Picking Teal to speak with the might of the ocean.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

    Rick Venture avatar by kpenguin, his GM.

  4. - Top - End - #4
    Titan in the Playground
     
    Ridai's Avatar

    Join Date
    Sep 2008
    Location
    Germany (GMT +1)

    Default Jane Hale, Two-Fisted Heroine!

    Spoiler: Stats
    Show
    PL 8
    Power Points 135/135
    Hero Points 4 (standard: 5)

    Abilities (34pp)
    Str 2, Sta 6, Agl 5, Dex 0, Fgt 0, Int 0, Awe 4, Pre 0

    Defenses (13pp)
    Toughness +6 (+10)
    Dodge 6 [1pp], Parry 6 [6pp]
    Fortitude 8 [2pp], Will 8 [4pp]

    Skills (25pp)
    Acrobatics +10 [5 ranks]
    Athletics +10 [8 ranks]
    Insight +8 [4 ranks]
    Intimidation +10 [10 ranks]
    Investigation +4 [4 ranks]
    Perception +8 [4 ranks]
    Persuasion +8 [8 ranks]
    Stealth +6 [6 ranks]
    Technology +2 [2 ranks]
    Treatment +2 [2 ranks]
    Vehicles +2 [2 ranks]

    Advantages (23pp)
    Agile Feint (HaHA!)
    Very Attractive (Rouge Roguish Good Looks)
    Connected (Gonna call in a few favors)
    Contacts (I know a guy)
    Evasion 2 (Incoming!)
    Fearless (Kid's Got Moxy)
    Great Endurance (Can't Stop Me Now)
    Improved Disarm (You dropped something)
    Improved Initiative (All in the reflexes)
    Instant Up (That wasn't planned)
    Interpose (Get down!)
    Languages [German] (Gesundheit! Oktoberfest!)
    Leadership (Eye of the Tiger)
    Luck 4 (Never Say Die)
    Move-By Action (Running fight)
    Precise Attack [Ranged, Cover] (Crack Shot)
    Takedown 2 (Can of Whoopass)

    Powers (40pp)
    Two-Fisted Heroics! (14pp; Array with 12pp and 2 alts)
    Fisticuffs! [12/12pp]
    Damage 8 (close, +8 attack, Toughness DC 23)
    Extra: Accurate 4 [4pp]

    Marksmanship! [12/12pp]
    Damage 8 (range 200/400/800, +8 attack, Toughness DC 23)
    Extras: Accurate 4 [4pp], Feature (Unlimited Ammo...) [1pp], Increased Range (ranged) [1pp/rank]
    Flaws: Limited (requires a ranged weapon) [-1pp/rank], Quirk (...until drama dictates ammo runs out or the gun jams) [-1pp]

    Burly Brawl! [12/12pp]
    Damage 6 (close burst 30ft, Toughness DC 21)
    Extras: Burst Area [1pp/rank], Selective [1pp/rank]
    Flaw: Limited (minions only) [-1/pp]


    Just Slap A Bandage On It! (4pp + 1 alt)
    Healing 4 (does not necessarily make Jane look less wounded)
    Extra: Persistent [1pp]
    Flaws: Limited (self only) [-1pp/rank], Quirk (Needs something to wrap. Alternatively, a genuine kiss. Or chicken broth) [-1pp]

    Alt: Work, Damnit! [4/4pp]
    Healing 4 (does not necessarily make the thing look less broken)
    Extra: Affects Objects Only
    Flaws: Limited (others only)


    In The Nick Of Time! (8pp; array with 5pp and 3 alts)
    Jump Cuts! [5/5pp]
    Teleport 1 (60ft, max 50lbs)
    Extras: Chance Direction [1pp], Change Velocity [1pp], Subtle [1pp]

    Run! [5/5pp]
    Speed 2 (120ft/round, 8mph) [2pp]
    Leaping 2 (30ft at 8mph) [2pp]
    Feature (Speed seems perfectly normal. "That lass sure is sporty!") [1pp]

    Dramatic Entrance! [5/5pp]
    Movement (Swinging at normal speed) [2pp]
    Feature (There is always something to swing on. Well, most of the time.) [1pp]
    Speed 4 (500ft/round, 30mph) [2pp]
    Flaw: Limited (swinging only) [-1pp/rank]

    I Know Kung-Fu, Too! [5/5pp]
    Flight 2 (120ft/round, 8mph)
    Extra: Subtle [1pp], Feature (Perfectly horizontal flying kicks are a perfectly normal part of martial arts, nothing to see here) [1pp]
    Flaw: Quirk (only works against martial artists. Or flying supervillains) [-1pp]


    It's Just A Flesh Wound! (4pp)
    Protection 4

    Carry The Damsel! (1pp)
    Power-Lifting 1

    Special Effects! (1pp)
    Feature (Sudden fanfares or ambient music that most people may or may not be able to hear. Dramatic lighting. Spectating crowds that just happen to be there to cheer the heroes on. More explosions than usual.)

    Slap On The Back! (1pp)
    Feature (Unless Jane grossly and intentionally misbehaves, somehow, blame for all sorts of chaos and collateral damage rarely, if ever, is placed on her. Unless it helps the story)

    The Right Tool For The Job! (6pp)
    Variable 1 (5pp worth)
    Flaw: Limited (dramatically appropiate skills and advantages)

    Spoiler: Background
    Show
    Background/Concept:
    - Jane Hale is a 23 years old half-German woman hailing from London who had the dubious fortune of becoming "infested" (as Jane puts it) with the Spirit of Adventure! as a teen, dooming her to life as a Two-Fisted Hero(ine). Since then, peace and quiet have become a rare commodity, instead getting replaced with a seldomly interrupted string of mischief, adventure, and other sorts of trouble, with Jane thrust right into the thick of it, whether she wants it or not (most often she doesn't).

    - The only daughter of Richard Hale (an upstanding, veteran member of Scotland Yard) and Brigitte Hale (born Vogler; a canny woman who could be a stay-at-home-mom only for so long before successfully resuming her work as a secretary), Jane started out as a bit of a quiet but curious, kind-hearted wallflower, usually going unnoticed, doing neither good nor bad in school, hearing stories from their parents' work at home, and reading more outlandish printed ones to boot. Occasionally, her family would travel, either around the UK or to various places in Europe, sometimes as part of Richard's investigations. One short visit to Kairo and to New York also happened, as did visits to Germany, the latter only twice, though, and never for long, to visit Brigitte's side of the family.

    - As a teen, during a visit to the Museum of London with her class, a spectacular robbery happened at the same time, which ended with the (very much un-super) villain Phantom Shadow holding the class hostage, police outside of the building. Yet Jane went unnoticed and, in a bout of courage and not thinking too long about it, she pushed over an ancient Aztec statue, promptly knocking the Phantom Shadow out and shattering the statue. That is the precise moment the Spirit of Adventure! was set free and "chose" Jane. Afterwards, the confused girl fully expected bad things to happen since the lackeys were still very much awake, but they quickly lost their nerves, the police arresting them quickly. She then expected lectures for what she did and for breaking the statue, but neither happened, people praising her for her courage and the statue being considered a fake afterwards (which it kind of... wasn't).

    - Jane's life became a lot more exciting (and terrifying) afterwards. Suddenly, there were a lot more friends and allies in her life, people taking note of her. But there also were more adversaries and more trouble with varying degrees of probability. Both left Jane terribly confused, but she had to roll with it (exasperated comments nonwithstanding). That and she was surprised how easily various things came to her, often only realizing after the fact that, no, she was not aware that she could jump the gap between buildings and no, downing the school bully in one punch was a bit of a headscratcher (and she should probably get a driving license before chasing gangsters through oncoming traffic). In addition, the former short-sighted, scrawny wallflower, over the course of a few years, grew almost two feet, developed an amazonian physique, and ended up with jaw-dropping roguish beauty (she is also now a blonde with perfect eyesight; people seem to chalk this and everything else up to a late blooming of her German side; Jane's protests about this were interpreted as charming modesty, endearing her even more with people around her). Jane's adventures only got crazier from there.

    - Let's talk about the Spirit of Adventure! for a moment. Jane has only really glimpsed it once (when it chose Jane) and there is not communication between the two, whether direct or indirect. It is more that Jane knows it's there and causing all the strange things happening to and around her (she also just knows it is called Spirit of Adventure!, exclamation mark included). She gleaned bits and pieces about its nature from its "handwriting", if you will. It is a fan of humanity, especially its stories and heroics and when it is defying all odds. What's real and what's fiction doesn't seem to matter to the Spirit, and it seems utterly convinced that, without the shadow of a doubt, that Jane is bona fide hero material (no matter what she has to say about that). Jane, during her recruitment interview, described the Spirit of Adventure! as actual superheroes' giddiest fan, who also has only a tenuous grasp on the matter, but doesn't let that stop it. For example, through a long series of events and circumstances, Jane's wardrobe has ended up mostly as that of a man, her usual outfit being a white shirt with rolled-up sleeves, black pinstriped pants with suspenders, and expensive leather shoes (everyone seems to compliment on it suiting her really well), her shoulder-length hair always in some sort of disarray, and despite Jane realizing she is lesbian, that doesn't stop the spirit from throwing her into situations that just so happen to involve handsome men falling for her/trying to woo her (though in recent times, more and more women have occupied that role as well, which may be even worse for different reasons). At times she feels the archetypical male Two-Fisted Hero was what the spirit was going for and it cheerfully decided that Jane being female was still close enough, Hero is Hero. Ignoring that Jane is constantly thrown into mortal danger, there doesn't seem to be a malicious (metaphysical) bone in the Spirit of Adventure! whatsoever.

    - Jane's adventures began taking on a weirder and weirder shape around the onset of adulthood. Where she's been involved in mostly mundane (if improbable) situations before, beating more than a few crime lords and corrupt businessmen or politicians, at that point she got introduced to the more fantastical side of things in a rather dynamic fashion (meaning face first). There was a noticable uptick in cult activity (and thus punching unspeakable horrors from the dreaming realm in the eye with their own tentacles on more than one occasion), circumstances led to the occasional travels to foreign lands, she met actual amazons and viking shieldmaidens and proceeded to whoop the asses of giant beasts and giant... giants alongside them, she had run-ins with actual masked adventurers and villains, that sort of thing. At first, it was all beneath the surface, kind of, but that changed in February 1938. Centurion's appearance apparently was like a big "go ahead" sign the size of Buckingham Palace decorated with Christmas candles for the Spirit of Adventure! and from that moment on, things got a lot more public. Worse, once the war began, there were Nazis everywhere. Everywhere! They started to account for almost half of the shenanigans Jane got pulled into, to the point of her habitually kicking the hedge outside of her home whenever she left or came back home.

    - Eventually, in 1941, Jane didn't want to go on like this anymore. Something needed to change. She had heard of the Ministry of Ungentlemanly Warfare gathering people like her, but no one had approached her yet. She figured that maybe, just maybe, she could get involved in such grand and noble an adventure by helping end the war that the Spirit of Adventure! would finally call it a day and move on. So she went to apply. The Spirit was delighted and promptly made sure to add some credentials to her resumé by involving her in finding the kidnappers of a member of the Royal Family, stopping an occult Nazi ritual secretly held in the Tower of London to sacrifice the Tower's ravens to bring about the fall of the kingdom, hanging onto a lindwurm raging through the abandoned parts of the London Underground, and somehow ending up in a Ministry's office handing in the punched-out cracked glass eye of mad Nazi scientist Dr. Edgar Fürchterlich.

    - "And that's how I got here," Jane concludes her recollection, wiping some dragon blood off her brow with the handkerchief Ms. Summers kindly handed her. The Ministry lady dresses sharply, on par with the intellect evident in her eyes as she considers the newcomer and her story.
    "And you say that there is a spirit involved, giving you powers and constantly getting you into those situations?" she asks.
    "Yeah, I think so," Jane replies, shrugging, not having anything better to offer. "I'm still alive and I'm here, so I guess that counts for something, right?"
    "It does indeed. We have heard more than a bit about you, Ms. Hale. There are still formalities to get through, but I think I can safely be the first to welcome you to the Irregulars," Ms. Summers says, smiling. Jane can't help but note that she looks very pretty when she smiles. And otherwise as well.
    "I will do my best, Ms. Summers," the young woman answers, allowing a bit of a smile to creep onto her face, rising to shake the offered hand.
    "Please, call me Leah. It is heartening to see that someone like you is so humble."
    "Oh, uh, thank you, Leah."
    "You are a heroine, you don't need to tell stories of a spirit making you who you are." There is that charming smile again, and a certain twinkle in her eye.
    "...Oh for the love of-"

    Goals:
    Short-term: Manage continuing to live as a Heroine. Make her parents proud. Find Herr Sturm and stop him and his circle of assassins out to kill/capture her. Find out what this Blood of Kings thing is all about. Convince Hanzo that no, she really does not want to marry him.

    Long-term: Help end the war. Somehow get rid of the Spirit of Adventure!. Find love without the Spirit nudging her together with someone in a "now kiss" way. Find a way to fully convince Elsa to abandon her masters and to free her from their control.

    Secrets:
    - While Jane is all sorts of tired of her hero life and could use some more peace and quiet, deep down, she likes that she can help people, that she now has an impact on the world, that she has made friends, and she is often in the company of smart, beautiful, brave women. Also men, but differently.

    - Even deeper down, she might also occasional maybe perhaps kind of enjoy the adventures as well. If someone asks, you didn't hear that here.

    - While complaining less about her state of living nowadays (it just doesn't change very much, does it), there are moments when everything is taking its toll. Those are some of the few moments where the Spirit leaves her alone for once.

    - Jane is secretly being targetted by the Nazis. A circle of researchers wanting to create the Übermensch sees her as a prize specimen, either by making her an Übermensch (once they find a way to remove that ghastly non-Arian half), or by figuring out how she got this capable despite being seemingly human (they too don't realize what is going on with the Spirit and all that). If necessary, by dissecting her. And they might target her loved ones and friends to get to her as well.

    - Elsa would like to bring Jane over to the Nazis' side so they are no longer on opposing teams and can secure a position of power together.

    - Someone knows, as in actually knows, about the Spirit of Adventure!, and is making plans to remove it from Jane. Forcibly.

    People:
    - Richard Hale, Jane's father
    Member of Scotland Yard, solver of many a mystery and capturer of many a criminal. Though busy, he had always tried to protect and support his "little girl", and at times has brushed against dangerous forces during his work. Luckily, he too possesses a bit of Two-Fisted Heroism (though of the natural and less ridiculous kind), perhaps epitomized when he and Jane fought side by side in the underground cathedral of a cult to prevent a demon from being summoned. Ever since, Jane has graduated to being daddy's "big girl", with her proud father finally admitting that she can now look after herself. That doesn't stop him from keeping tabs on her regardless. Has seen a lot throughout the years, met a lot of people, and has a lot of stories to tell.

    - Brigitte Hale, Jane's mother
    Loving mother and wife, overqualified secretary, giver of sound advice. Brigitte has been a notable factor in how Jane managed to stand on her own two feet (along with what adapting to the Spirit's shenanigans made necessary). Now in her fifties, Brigitte has retained and refined that certain regal air around her. Though Jane has met her side of the family, Brigitte's past is mostly unknown to her. She knows her mother is a knowledgable woman and seemingly knows everyone and their mother, along with her talent to make things fall into place if there is trouble. Jane has no idea how deep that well truly goes, though.

    - Leah Summers, Ministry of Ungentlemanly Warfare recruitment, intelligence, and logistics expert
    The woman who recruited Jane and took a shine to the young heroine. Since then, they have run into each other frequently, at times working together, forming a close friendship. Directly or indirectly, Leah got Jane out of a number of tricky situations and has been invaluable in making operations a success. They also spend time together privately, and thankfully, she has only been drawn into one of Jane's situations once (which only further strengthened the bond). Jane is feeling increasingly nervous around Leah, starting to develop feelings for the beautiful, smart, and highly capable woman, and those feelings may be mutual. Leah met Elsa once and both of them have a bitter feud. And with Jane involved, it might just get even worse.

    - Elsa Jäger, Nazi master spy and assassin
    Drop dead gorgeous, in an almost very literal way. Elsa Jäger has little difficulty infiltrating nearly any circle or location, her signature being cold bodies left in seemingly undisturbed scenes, dead from a single perfect cut. She relishes the challenges and seems to have few qualms about her work. She is good at it, and she enjoys a job well done. So far, she has yet to fail a mission. She first met Jane during one of her bloodless assignments, tricking the heroine into helping her, like she has done with so many, but Jane left an impression, Elsa telling her that they would see each other again. Since then, they have run into each other from time to time, seemingly drawn to each other, Jane knowing Elsa is dangerous and Elsa knowing she should eliminate or capture Jane, but neither acting on it. Both sides are unsure if they should call their relationship a friendship, but they have come closer in a way, Jane learning about Herr Sturm and the circle of assassins, that Elsa "belongs" to them in more than an ideological way. Jane feels that there is still a chance for Elsa to mend her ways and to free her, just as Elsa would much rather convince Jane to join them instead of eventually being forced to see Jane captured or worse.

    - Hanzo Kajura, proud samurai in service of the Axis forces and self-declared future husband of Jane
    The picture of a samurai. Antiquated perhaps in modern times, but it is hard to argue against the fear he induces in his opponents, as well as his body count in the name of Glorious Nippon. During Jane's first and so far last visit to Japan a year ago, he mistook her for a German agent and they got stuck in an outbreak of oni bribed into attacking Japanese settlements. Saving each others' lives, Hanzo fell in love with Jane (or Jana, as she called her flimsy impromptu German agent persona, unimaginatively). When the truth was revealed by a low-ranking member of the SS and his lackeys, holding Jane at gunpoint, Hanzo considered... and slew the men. Despite being on the opposing side, Jane had defended innocent Japanese people without hesitation. Hanzo let her escape, but swore that one day, he would call her his wife (regardless of her trying to explain to him that he's a nice enough fellow, but she doesn't really- oh, never mind...)

    - Herr Sturm, member of the SS and leader of a circle of assassins (including his right hand, Elsa)
    Herr Sturm (first name unknown at this point) is bad news. Plain and simple. Despite his tempestuous name, whenever he is seen, he seems like the nicest gentleman you could ever meet, and that is exactly what makes him terrifying when you know anything about him or his circle of assassins, both feared even in the SS itself. He is difficult to track down, difficult to predict, and there is no telling what his current operations are. Little is known about him and what Jane does know, she knows from Elsa, Herr Sturm's right hand, who told Jane that "the less you know, the better. Stay out of his way."

    - Dr. Edgar Fürchterlich, mad Nazi scientist thirsting for revenge
    Jane famously punched out his glass eye while hurrying around London to put out metaphorical fires with very literal fisticuffs. The doctor had attempted to drive people mad with his sound-based Tollwut device, but Jane had something to say about that. Since then, Dr. Fürchterlich has sworn revenge for destroying his masterpiece, beating up his rocket soldiers, and for the two months the surgeons were still picking glass shards out of his eye socket.

    - Siegfried, undead slayer (and now master) of dragons enslaved by the Thule Gesellschaft
    Yes, that Siegfried. Nibelungen and everything. He's actually real, he's actually killed dragons (yes, multiple, don't believe the stories), and the Nazis brought him back as an undead dread knight. And Germany's local dragons (yes, dragons. Yes, local) were so frightened they were cowed into the Nazis' service, not wanting to have Siegfried sent after them. Jane made the acquaintance with one of his "pets" in the London Underground, and had only a very short fight with Siegfried himself before she was forced to head elsewhere because of more pressing matters. Siegfried is hard to kill and while he would prefer to return to his grave, the occult shackles binding him leave little choice in the matter.

    Memories:
    - The moment Jane seemed to yell at thin air because of her shirt getting torn by a series of unfortunate circumstances, bringing a big brawl to a grinding halt amidst confused Nazi werewolves of the Jagdhund-Einheit. "This doesn't work that way for women! You're pointing me to a new shirt right now, or I'll leave!" she shouted, one arm holding the tatters of her shirt together while stomping with one foot to underline her point. Said stomp made a nearby locker door move ajar, revealing a shirt within. Muttering curses, Jane stomped angrily through the stunned ring of opponents, even making one step aside ("Give me some space, will you?!"), yanking open the locker door (which promptly fell off), and grabbing the new shirt. "And no peeking!" And the confused werewolves all collectively turned around while Jane changed, until she gave the sign that she was done. Walking back into the middle of the ring of enemies, there was a bit of foot shuffling and awkward coughs. "Alright, where were we? Ah, right." And Jane kicked a werewolf in the ear. (Since then, Jane is wearing a belly top and tight shorts beneath her usual outfit; it's kind of a compromise if the Spirit still wants to make at least some heroically torn shirts and pants happen)

    - The moment Jane saved her first (female) damsel. Emerging from a burning building, carrying the pretty lady to safety. Jane at first didn't even realize the eyes she was given, bringing her to the medics nearby who provided her with the usual blanket, until the lady was staring deep in Jane's eyes and was leaning in for a kiss. The heroine turned bright red, stammered some excuse about not feeling well, oh, too much smoke, cough cough, gotta go, and quickly exited the scene, leaving a confused (but still charmed) lady behind. By now, Jane has become more experienced with handling damsels and their advances (should they happen). That one time the damsel was a bubbly succubus still got very awkward, though.

    - The moving battle all around a necromantic zeppelin over the Mediterranean Sea was probably one if not the craziest thing she has done in her life, punching German WWI soldiers on top of the thing, battling steam-powered Schreckgespenst automatons on the inside, somehow managing to mess up the necrotic focus beginning a process of self-destruction, having a rope-swinging bayonet fight beneath the zeppelin burning with green flames, before finally escaping by kicking a zombie out of a biplane and flying away before the necrotic focus collapsed entirely and sucked the whole zeppeling and the surrounding biplanes into a vortex (that exploded afterwards, for good measure). After crashlanding in the waves (because of course fuel would run out), she came across a ghost ship. Jane sighed, and instead of clobbering ghost pirates, she gave them the gold bars she found on the zeppelin in exchange for taking her to England, drank rum with the crew, played cards and exchanged stories about their exploits. She arrived at a little fishing town in the fog, waved the pirates goodbye, and she walked past villagers frozen stiff with fear to look for a cab back to London.

    Spoiler: Complications
    Show
    Motivation: Retirement and Doing Good
    Jane would really, really love to be able to lead a normal life again, one without eldritch horrors, Nazis everywhere, damsels to be saved, and myriad narrow escapes. Perhaps helping end the war will make the Spirit of Adventure! have its fill and make it go away. At the same time, even with her frustrations and dismay at her situation, Jane is kind and benevolent at heart. She may be kinda-sorta forced into the whole hero business, but she can at least make it mean something, and save real people in very tangible ways.

    Spirit of Adventure!
    The Spirit of Adventure! made Jane the star of an ongoing hero tale. It is hard to tell what it may do next or what exactly the extent of its powers are, but it cheerfully arranges for circumstances leading to, well, adventure wherever Jane goes, more so than even for the average hero, also loving to draw in other interesting characters to spice things up. While most of these end well (at least ultimately), there is no drama without hardship. Also, very few believe that there's a spirit influencing Jane's life, even if she herself argues strongly about it.

    Drama Dictates Power
    Then there is another issue. The Spirit is the source of Jane's powers, letting her do improbable stuff, often without people really seeing them as improbable. She's won many a battle, survived many a wound, stopped many a plan because of these powers. That is, when they work. Which they most often do. But not when it would be more exciting if they didn't. So the Spirit at times turns off some of Jane's powers, sometimes all of them, while it is probably eating its metaphysical popcorn. The Spirit doesn't leave Jane in completely unwinnable situations if it can help it (it wants the story to continue, after all), but it can be a real ass sometimes (at least that is how Jane feels about it).

    Fame, Love Interests, and Villains, Oh My!
    People know Jane by now. She didn't exactly get a chance at a hero identity and the sweet, sweet anonymity it brings. She's become an icon of sorts to the people, and she often leaves quite the impression in one way or another. On top of that, there are more than a share of people with varying degrees of romantic feelings about Jane, just as there are lots who'd love to see her dead or otherwise brought down. Jane would like to think that all of these are because of the Spirit influencing situations to encourage meeting these people and the impressions being what they are, but thing is Jane is responsible for a share of them herself.

    Half-German
    Jane might be a hero, but she's also one half the nationality of the enemy. Whether that will be enough for some to distrust or despise her will remain to be seen.

    Relationships
    Jane is known by her real name. It is easy to find her family. On top of that, there are the relations with Elsa Jäger and Leah Summers, which make things even more complicated.

    Sexuality
    Jane is a lesbian. She may not very open about it (and she doesn't see the reason to bring it up unless it becomes a pressing matter), she may be a heroine (and a very good looking one at that), but it's still the 40s and she is a woman potentially fighting alonside soldiers and punching Nazis in the face. The Spirit occasionally arranging for Love Interests and smitten Sidekicks of the other gender doesn't help.

    Can We Talk About This?
    While definitely no pacifist (the face punch count is way past the point of no return, however deserving the faces might have been), if given the choice, Jane would like not getting punched/shot/death-ray'd/hellfire'd/cosmic horror'd at. This has gotten her into sticky situations before, whether by the extended goodwill getting exploited to stab her in the back (sometimes literally) or by enemies getting in the first strike (or two). If her goodwill gets spat on, however, things usually end with people and/or monsters scattered on the floor.

    Spoiler: Description
    Show
    Jane Hale is a 6' 4" tall young woman, with an amazonian physique (and matching beauty and curves, as she had to discover at some point), straight blonde hair in constant disarray stopping roughly above the shoulders, and jade-green eyes. Most often, she is dressed in a white shirt with rolled-up sleeves, black pinstriped pants with suspenders, and expensive-looking leather shoes, and this appearance is what she is most often known for and depicted as. Most of her wardrobe ended up like that, actually, but at least Jane is used to it now and people usually compliment her on her outfits (especially when she finally gets an opportunity to wear something else).

    Though there is a layer of resignation, exasperation, incredulousness and whatnot about her situation, at the end of the day, Jane is an amiable, kind-hearted woman. She likes it when she can go a day without bullets whizzing by, takes enormous pleasure in some mundane things such as just sitting down for an evening for a chat, tea, and biscuits, because when does she even get to do that?! Some people dream of finding El Dorado or becoming a superstar, Jane dreams of sleeping in. At least trying (and often failing) to prevent violence (the others usually had it coming, though), as reluctant as she may be about her role, it's what Jane does now. She prefers helping for a good reason (or letting her fists talk when someone tramples her goodwill). Despite all the attention she gets, Jane never really got the whole "enjoying or feeling like she deserves fame" thing, and she is still rather bashful around a certain kind of lady (like Ms. Summers and Elsa Jäger).

    As heroes gather for Great Justice, Jane is busy rinsing her mug in the kitchen. Suddenly, her head jerks up a bit, hearing that the usual office sounds have changed. Seems like preparations are over. Also faint beginnings of heroic drum rolls. Dead giveaway. "Guess it's go time." That makes Jane stop again. "Go time?" She repeats tentatively. Something sounds different. Kind of maroon-y. Maybe she is getting a cold? Spirit shenanigans? Well, nothing that will hinder her from heroically volunteering, most likely. May be enough to have tea with Leah, though.

    Shaking her head, Jane places the mug on the rack, towels her hands dry, and heads back to the meeting place, with the by now very familiar feeling of walking on-stage. Also fanfares. "Oh stop it," she mumbles, not wanting to look too much like a crazy person talking to the universe.

    --------

    Hullo, everyone. The Post-Christmas Miracle really did happen!

    I'll be going through the various characters and post some ideas about possible relationships and shared backstory. Jane is hoping for no additional romances, she is already stuck in a very awkward love-triangle, but the Spirit of Adventure! usually goes with the "bigger/more is better" approach.

    I'd be up for the Discord group, I'm using it on a daily basis.
    Last edited by Ridai; 2017-02-25 at 05:34 AM.

  5. - Top - End - #5
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Jun 2014

    Default Re: V for Victory! (OOC)

    Faster than a speeding bullet (I think), more powerful than a locomotive (I think), able to leap tall buildings in a single bound (I think), it's...

    Silver Star


    Spoiler: Silver Star Bio
    Show
    Code Name: Silver Star
    Real Name: Er'Vans
    Secret Identity: Earnest Evans
    Gender: Male
    Age Height Weight Eye Color Hair Color
    30 6'2" 201 lbs Brown Blue


    Spoiler: Silver Star Crunch
    Show
    Power Level 8
    Abilities = 44pts
    *= Due to enhanced abilities
    Strength Stamina Agility Dexterity Fighting Intellect Awareness Presence
    3/10* 3 4 1 4 1 4 2
    Powers = 42 points

    Kinetic Power: 16pt array = 17 points total
    • Kinetic Strength: enhanced strength 7, enhanced strength 2 (limited to lifting; total lift 100tons) = 16 points
    • Kinetic Blow: close move object 10 (limited direction; directly away from user); linked to affliction 10 (resisted by fortitude; impaired & vulnerable, disabled & defenseless) extra condition, limited degree; linked to strength-based damage = 1 point

    Superhuman Resistances: immunity 1 (starvation & thirst), immunity 10 (aging, poison, disease, all suffocation, all environmental conditions; half-effect) = 6 points

    Bulletproof: impervious toughness 9, protection 7 = 16 points

    Kinetic Jump: Leaping 8 (1 mile/250mph), dynamic = 9pts
    • Alt; Super-Speed: speed 8 (500mph), dynamic = 2pts

    Super-senses: senses 2 (extended vision, extended hearing) = 2pts

    Advantages: attractive, all-out attack, eidetic memory, inspire 5, interpose, leadership, luck 2, move-by action, power attack, takedown = 15 points

    Skills: Athletics 0 (+10), Close Combat: Unarmed 2 (+6), Deception 2 (+4/+6*), Expertise: Science 5 (+6), insight 4 (+8), intimidation 6 (+8), perception 6 (+10), persuasion 8 (+10/12*), Ranged combat: Throwing 5 (+6), stealth 0 (+4), technology 4 (+5) = 21 points

    Defense = 13 points
    Dodge 6
    Parry 6
    Toughness 10
    Fortitude 8
    Will 8
    Offense
    Initiative +4
    Unarmed +6 Close, Damage 10 (DC25)
    Throwing +6 Ranged, Damage 10 (DC25)
    Abilities: 44 + Powers: 42 + Advantages: 15 + Skills: 21 + Defenses: 13= 135/135 points

    Spoiler: Descriptors
    Show
    Kinetic Power: [Kinetic] Like all Moshians Silver Star's body is able to manipulate kinetic energy. This is usually limited to his body and whatever he's in contact with, but can exert himself to expel the kinetic energy in other ways, doing so tires him out however.
    • Kinetic Strength: [Kinetic] [Physical] The most common application of Silver Star's kinetic energy is using it to push his strength to superhuman levels, enabling him to strike and throw with greater force and lift upwards of 100 tons!
    • Kinetic Blow: [Kinetic] [Physical] Silver Star can directly channel kinetic energy from his blow directly into his opponent. While the blow in and of itself is no stronger than one from a physically fit human being, the kinetic energy can send opponents flying back and rattling their inner bodies to the point that they have a difficult time fighting back or defending themselves.

    Superhuman Resistances: [Biology] As a Moshian he does not need to consume physical matter for sustenance. He also has a longer lifespan, better resistance to diseases and poisons, and is able to withstand harsh environmental conditions for longer.

    Bulletproof: [Kinetic] [Biology] His Moshian body is better able to absorb impacts. Impacts up to certain calibers of firearms are completely negligible to him.

    Kinetic Jump: [Kinetic] [Movement] Using his body's kinetic energy and leaping he is able to leap up to one mile in a single bound!
    • Alt; Super-Speed: [Kinetic] [Movement] He is able to utilize kinetic energy to greatly bolster his speed. He can easily reach 500 mph, but if he really books it he can go as fast as 1,000 MPH!

    Super-senses: Moshians possess better visual and auditory range.

    Spoiler: Complications
    Show
    Motivation - Responsibility: Silver Star feels a sense of duty to his newly adopted homeworld and does what he can to protect it.

    Enemy: Dr. Destruction! A mad scientist who has made it his life goal to capture Super heroes and study them to improve his inventions, all so he can eliminate them and elevate humanity (namely himself) to its rightful place in the world! While eccentric enough that few people take him seriously make no mistake, he is clever and is just as capable of using his deadly devices as he is of creating them! Silver Star is the first super human to not only escape him, but also turn him over to the authorities, and as such the Doctor is particularly focused on eliminating this alien!

    Identity: Has assumed the identity of Ernest Evans, professor of Science at Freedom City University, specializing in biology.

    Relationship: His adoptive parents, Mr. and Mrs. Evans live in Freedom City.

    Secret: Has the odd data pad. All he's learned from it is that he's an alien of some kind, "Moshian." He still can't really read the tablet or its data. But who knows what could be on it if it were deciphered?

    Secret: Has thus far not revealed to anyone that he's actually an alien.

    Lonely: He wonders why he's the only one of his kind on Earth often, sometimes leading him to feel isolated.

    Spoiler: Silver Star 10-minute Background
    Show
    Background Elements
    1. Moshians are one of the many human-based races seeded on another planet by the Preservers. Besides Kinetic energy based powers they also utilized unique technology that took advantage of this natural ability.
    2. The Moshians and their homeworld were dying out, and so in desperation created special stasis ships that contained as much data about their culture as they could, and then loaded the ships with their infants. Originally they were designed to head to a habitable planet the Moshians identified and wake up after some years, unfortunately there were many things that could go wrong with this plan and all of them did happen to one ship or another.
    3. In Er'Vans' case, the data transference did not fully sync with his developing brain and as such very little information about Moshian culture made into the infant's mind. A navigation error made it so his ship diverted to another planet: Earth.
    4. Mr. and Mrs. Evans found and adopted the child, named him Ernest and taught him right from wrong. The first time he used his powers in public got him noticed by a deranged scientist who captured him. Dr. Destruction was thankfully thwarted by the same youth who escaped him and destroyed his machines.
    5. Since that day Ernest Evans became a professor at Freedom City University and adopted the identity of Silver Star and decided to stand up for his adopted home in its time of need!

    Goals
    • Silver Star desires to learn more about his origins from the alien device he has. All he really knows is that he is an alien called a Moshian and that's where his powers come from.
    • Nintendogeek01 wants to see him well and truly realize where he belongs in the world.

    Secrets
    • Silver Star knows he's an alien from another world. He does not reveal this to others besides his family.
    • Silver Star is unaware that others were sent out into the universe nor that his home planet is destroyed. How many of the other "Star babies" survived the trip is unknown.

    People
    • Mr. and Mrs. Evans are his aging parents in Freedom City who raised the boy and taught him the life lessons that shaped him into the man he is today.
    • Mark Leeds is a colleague of his from the University. They've taken lunch together frequently and discuss super heroes as well.
    • Dr. Destruction is out to capture Silver Star, discover all he can about his powers and where he came from, and then finally have his revenge and show them all! Mua ha ha ha ha...!!!

    Memories & habits
    • Ernest Evans still has a weakness for that lemon cake his mom made.
    • He tend to cross their arms when at rest.
    • He is rather annoyed when people misuse the word "theory."

  6. - Top - End - #6
    Bugbear in the Playground
     
    Zombie

    Join Date
    Apr 2014
    Location
    The Netherlands (GMT +1)

    Default Re: V for Victory! (OOC)

    Very happy with the coin toss! Her Ladyship reporting for duty.

    Lady Athanasia
    Name: Elizabeth Margaret Theresa Darwin-Wedgwood
    Role: Tanky infiltrator who likes to make things go boom! And come on, who doesn’t like a good explosion?
    Age: 23 (born on November 11th 1918; stopped physically aging on June 1st 1940)
    Height: 1m54 (5ft 1 inch)
    Weight: 46 kilo’s (112 pounds)
    Build: Athletic
    Nationality: British.
    Spoiler: Appearance
    Show
    Elizabeth is an average sized (in the 40’s ) English woman at 1m54 (5ft 1 inch), weighing 46 kilo’s (112 pounds). She is a brunette with wavy hair that hangs to just below her shoulder blades. Her eyes were originally hazel, but changed to a bright emerald green when she was imbued with some of the powers of a Greek goddess. With her high cheekbones, full lips and radiant smile she would easily fall in the beautiful category, but she also possesses a body which almost looks sculpted in the image of the ancient gods.

    Lady Athanasia’s costume is inspired by the ancient Greek hoplites and Amazonian battle clothing. She wears a brown leather cuirass and a short pleated battle skirt with alternating red and brown pleats. Underneath she wears a short white chiton which covers her shoulders. She wears knee high leather boots which are laced from bottom to top. Her Kopis is strapped to her back in a sheath from right shoulder to left hip.
    She also carries a good deal of modern equipment; a backpack over her sword which holds the bulk of her explosives and spare ammunition. A belt holding her pistol holsters in a cross draw position, her combat knife sheath in the small of her back, ready for a left-handed draw and multiple grenades spread out across the belt. She usually has her stengun slung over her shoulder.
    She wears no mask to hide her identity, preferring to show people that she has nothing to hide.
    Spoiler: Build
    Show
    ABILITIES (58 PP)
    STRENGTH 2
    STAMINA 10
    AGILITY 4
    DEXTERITY 3
    FIGHTING 2
    INTELLIGENCE 2
    AWARENESS 4
    PRESENCE 2

    Skills: (27 PP – 54 ranks)
    Acrobatics - +8 (+4 Agility, +4 Skill points, +0 Additional Modifier) – p.115
    Athletics - +4 (+2 Strength, +2 Skill points, +0 Additional Modifier) – p.116
    Close Combat: Blades - +4 (+2 Fighting, +2 Skill points, +0 Additional Modifier) – p.117
    Deception - +5 (+7) (+2 Presence, +3 Skill points, +2 Attractive) – p.118
    Expertise: Demolition - +4 (+2 Intelligence, +2 Skill points, +0 Additional Modifier) – p.119
    Expertise: Classics - +4 (+2 Intelligence, +2 Skill points, +0 Additional Modifier) – p.119
    Expertise: Magic - +3 (+2 Intelligence, +1 Skill points, +0 Additional Modifier) – p.119
    Insight - +7 (+4 Awareness, +3 Skill points, +0 Additional Modifier) – p.122
    Investigation - +5 (+2 Intelligence, +3 Skill points, +0 Additional Modifier) – p.122
    Perception - +12 (+4 Awareness, +8 Skill points, +0 Additional Modifier) – p.123
    Persuasion - +5 (+7) (+2 Presence, +3 Skill points, +2 Attractive) – p.124
    Ranged Combat: Guns - +7 (+3 Dexterity, +4 Skill points, +0 Additional Modifier) – p.125
    Stealth - +10 (+4 Agility, +6 Skill points, +0 Additional Modifier) – p.126
    Technology - +7 (+2 Intelligence, +5 Skill points, +0 Additional Modifier) – p.127
    -----Demolitions - +9 (+7 technology, +2 (1 skill point limited to demolitions), +0 Additional Modifier) – p.127
    Treatment - +6 (+2 Intelligence, +4 Skill points, +0 Additional Modifier) – p.129
    Vehicles - +4 (+3 Dexterity, +1 Skill points, +0 Additional Modifier) – p.129

    Advantages: (20 pp)
    Attractive (1) – +2 circumstance bonus on Deception and Persuasion checks to deceive,
    seduce, or change the attitude of anyone who finds your looks appealing. p.132
    Benefit (3) –Status (1): British Nobility, Wealth (2): Independently Wealthy – p.134
    Close Attack (2) – +1 bonus to close attack checks per rank. – p.134
    Eidetic Memory – +5 circumstance bonus on checks to remember things, including resistance checks against effects that alter or erase memories. Can also make Expertise skill checks to answer questions and provide information as if trained. – p.135
    Equipment (7) – p.135 – 35 points of equipment. – p.135
    Interpose (1) – p.138 – Once per round, when an ally within range of Elizabeth’s normal movement is hit by an attack, she can choose to place herself between the attacker and her ally as a reaction,
    making her the target of the attack instead.
    Language (3) – p.138 – can speak 4 additional languages; Chinese, French, Greek, Latin.
    Ranged Attack (2) – p.139 – +1 bonus to ranged attack checks per rank. – p.139

    Powers: (23 PP)
    Divinely enhanced physique
    Immunities: (3PP) -
    Elizabeth’s body is infused with divine energy, lesser things like heat, cold, diseases and the need for sleep have a reduced hold on her. The passage of time even has no effect on her whatsoever.
    Immune to Aging
    Limited immunity to Disease, Heat, Cold & Sleep
    Action: None
    Range: Personal
    Duration: Permanent

    Impervious Toughness: (5PP) -
    Elizabeth’s godlike vitality and durability is such that she can simply shrug off most minor injuries and even some small arms fire.
    Weapons doing 3 or less ranks of damage fail to pierce Elizabeth’s divinely strengthened skin.
    Action: None
    Range: Personal
    Duration: Permanent

    Immortality: (2PP) -
    Elizabeth doesn’t have anywhere near the full powers of the goddess Athena, but one of the powers she has inherited is that she can leave Elysium and then claw herself out of the underworld back into the real world. She knows that she has this ability, but is understandably scared of trying it out.
    Fading Immortality
    Reincarnation: Time rank 19 – rank 2 = 1 week
    Action: None
    Range: Personal
    Duration: Permanent
    Cost: 1/rank (2-1)
    Fading: Consuming Ambrosia will restore (a) faded rank(s).

    Omnipresence (well... sort of): (13PP) -
    The gods of old where known to be able to be anywhere they wanted to be, Elizabeth has inherited a form of this ability and is able to teleport a short distance as long as she can see the place. She can even take a fair amount of people or equipment with her.
    Teleport (Change Direction, Change Velocity, Turnabout, Increased Mass 5 (1600lbs), Quirk: Must see where she’s teleporting.) - p.180
    Action: Move
    Range: Rank (3 = 250 ft)
    Duration: Instant
    Cost: 2/rank + 1 + 1 + 1 + 5 - 1.

    Offense:
    Unarmed attack +4 (DC 17, Crit 20)
    Knife +8 (DC 18, Piercing 1, Crit 19-20)
    Kopis +8 (DC 23, Crit 19-20)
    Stengun +9 ( DC 18, Multi-attack, Crit 20)
    Browning Hi-Power +9 ( DC 19, Crit 20)
    Initiative +2

    Defences: (7 PP)
    Dodge +6 (+4Agility, +2 defence,)
    Parry +5 (+2 Fighting, +3 defence,)
    Toughness +10 (+10 Stamina) Impervious 5
    Fortitude +10 (+10 Stamina)
    Will +6 (+4 Awareness, +2 defence,)

    Languages:
    Chinese, French, Greek, Latin, Native; English

    Equipment (35 points):
    Binoculars (1ep) Standard binoculars allow the user to make visual Perception checks at a greater distance, or with a reduced penalty for distance, effectively providing a +5 equipment bonus that overcomes some or all of the distance penalty.

    Multi-tool (1ep) This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multi-tool can lessen the penalty for making skill checks without appropriate tools to –2 instead of the normal –5. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.

    Remote detonator (1ep) Make explosives go boom from a ‘safe’ distance.

    Personal arms: (9 EP + 3 AE)
    There’s a war going on. Weapons are needed.
    Stengun (SMG - Ranged Multiattack Damage 3 crit: 20 cost: 9ep)
    Twin Browning Hi-Power (Pistol - Ranged Damage 4, Split, crit: 20 cost: 1ep)
    Fairbairn–Sykes fighting knife (Knife - Strength based damage 1, piercing: 2, crit:19-20 cost: 1ep)
    Kopis (Sword - Strength based damage 6, piercing: 2, crit:19-20 cost: 1ep)

    Explosives: (17 EP + 3 AE)
    Everybody likes explosions. They’re pretty.
    Composition B (Triggered Burst Area Damage 8 (17ep))
    No 69 grenades (Ranged Burst Area Damage 5, dodge:15, cost: 1ep)
    Smoke grenades (Ranged Cloud Area Concealment Attack 4, dodge:14, cost: 1ep)
    Tear gas grenades (Ranged Cloud Area Affliction 4* (dazed and visually impaired, stunned and visually disabled, and incapacitated effects), dodge:14, cost: 1ep)

    Total: Abilities (58) + Skills (27) + Advantages (20) + Powers (23) + Defences (7) = 135/135
    Spoiler: Background
    Show
    Elizabeth Margaret Theresa Darwin-Wedgwood was born, three weeks early, on the day the German Empire surrendered ending the Great War (WWI); November 11th, 1918. She is the youngest of six siblings with three half-sisters and two half-brothers. Her father is Lord Bernard Charles William Darwin-Wedgwood and her mother, his fourth wife, Mary Elizabeth Worsley of whom she is the only child.

    Elizabeth was raised in the typical method of British nobility during the post-great war days by multiple very competent nannies and eventually strict governesses . They were each tasked with teaching her to be a proper young lady and were each held accountable and fired when they failed. This was mostly Elizabeth’s fault though. She would be called a tomboy in most normal families, but in their circles she was simply called wilful. She spent numerous afternoons sneaking off with her two year older brother Henry James August (yes, they love their middle names) to climb trees, ride their horses in men’s trousers, throw rocks at things and poke other things with sticks.

    Most of her formative years were composed of her testing, then stepping and finally leaping over the boundaries imposed by her governesses and parents. Her brother Henry was usually in tow and even took responsibility, and the punishment, for a few of Elizabeth’s riskier endeavours. She went from wilful to rebellious during puberty and fought often with her parents, who wanted her to be more ‘ladylike’. To be fair, Elizabeth did try. She studied hard, learned how to walk, talk, ride and dance like a lady, but it was all so mind bogglingly dull for her. She was meant for more than just being a proper lady. She was sure of that.

    Their fights came to a head on Elizabeth’s 16th birthday when her father introduced her to her future husband; Lord Robert Crawford. He was a 22 years older widower who had just lost his fourth wife and had extensive funds and influence. A good match according to her father, the end of her life according to Elizabeth. Their row was spectacular. Screaming, shouting, tantrums and eventually the slamming of the front door behind Elizabeth who fled from the house with little more than a suitcase.

    Those first days on her own were the worst. She tried to go and stay at three of her friends’ homes, but was turned away at the door. She was told by her ‘friends’ and their parents that she should return to her home and do her father’s bidding like a proper lady. She even spent that first night almost roaming the streets before she was able to barter her earrings for a room in a far substandard hotel. Desperation set in before the first week on her own was over.

    Henry rescued her from returning home in shame though. He found her, gave her enough money that most normal families would be able to last a year on and pointed her in the direction of the Nursing Corps. If she joined they would give her a home and allow her to travel around the world with the Corps. The idea sparked with Elizabeth. It spoke to her adventurous spirit and while she had heard of the QARANC, and even spoken to a few of its Sisters, but the idea of joining them never even came up in her mind. A few days later, she wouldn’t rush another life decision like that, she walked into one of the QARANC training buildings.

    She was interviewed and accepted by Sister Superior Agatha Kincaid, who was one of the Sisters in charge of training the new recruits. She weathered a lot of pressure from higher ups, who were in turn pressured by multiple noble families, to send Elizabeth back to her family. She refused and instead paid extra interest to training Elizabeth, who thrived on her attention.

    For the first time in her life Elizabeth was challenged. The curriculum was difficult enough to keep her interested. The schedules kept her occupied six days out of seven and the promise of travelling to exotic places kept her focussed. She even learned discipline during her training and to respect those with more experience. Well mostly.

    The following years Elizabeth travelled with the Corps, enjoying her life and the direction it was taking. Mostly she enjoyed the control she finally had over her own life. She spent months in Kenya, more than a year in Hong Kong and half a dozen places in between. She revelled in the new experiences. Taking the time to learning about the culture and where she could the native language. Then the war broke out and before long she was in France taking care of wounded French and British soldiers, while their lines slowly retreated.

    Elizabeth was in Dunkirk, France during the last stages of the Allied evacuations. She was elbow deep in wounded soldiers, sometimes literally. The wounded slowly being transported back to the evacuating ports when they would survive the trip. A Lieutenant came running in then ordering all who could leave that they had to, the German’s had attacked the North flank and pushed through and into the South and that the medical area was about to fall behind enemy lines.

    All the doctors and most nurses fled the tent leaving their patients to fend for themselves. Elizabeth, Sister Superior Agatha Kincaid and a field medic named Robert O’Leary were the only medical staff who stayed behind, each working hard for hours to save and stabilize as many as they could. When night fell there were over three dozen patients still alive in the tent, nine of which could still walk. Agatha ordered Elizabeth to take the walking wounded back to the port. Not for the first time Elizabeth argued, but she was beaten by the logic that somebody had to go with them and out of the three medical personnel she was the least experienced one.

    The ten of them left the tent and started heading back to the coast. They travelled through the dark, supporting each other and resting as often as they could. It was in the dark that they intersected with the path of a German squad led by Renate von Rundstedt, one of the Nazi’s most accomplished Occult Scientists. She had just returned from a dig in a WWI trench bunker in Verdun, Belgium. She had spent years hunting for a treasure trove of occult artefacts used during the first world war and had finally located one; an almost intact Ancient Greek statue of the Goddess Athena (it was missing an arm and presumably a weapon). The Nazi scientist was rushing the statue to her grandfather who was in charge of driving the Allies from French, well now-German, soil.

    As soon as the two groups noticed each other they each opened fire. Elizabeth had been close to battles for over a year, but she had never actually been in a fire fight. Like many other rookies she froze. She stood there like a statue as the bullets flew around her. Fate stepped in before she could actually be hit by a bullet. A stick grenade was hit by a bullet just above the twist off cap, causing the ball to fall out of the stick and starting the fuse. Eleven other stick grenades in the satchel carried by a Nazi soldier exploded only a moment after the first one did sending scorching shrapnel into the Nazis.

    The explosion caught Renate von Rundstedt in the back, shattering the statue she was carrying and sending shards of it into both her and Elizabeth cutting them both down. Strangely enough, no men were hit by any of the statue’s shards they seemed to be aimed only at the women present. The explosion sent everybody who was still standing into cover and momentarily paused the fire fight.

    Elizabeth experienced such an amount of pain that she thought she’d lose her mind. Then as fast as it had come, it was gone. Her wounds disappeared with it. She stood, a little wobbly, and felt things hitting her. Not hard, just annoying. It took her a moment to realise that the remaining Nazi soldiers were shooting at her and the things bouncing off her were bullets. Elizabeth realised that she knew things. Memories that were not hers, but were, were unfolding in her mind. She knew that she was supernaturally tough. That she could transport herself and others for short distances and that she could even return from the dead. She also knew that she didn’t have all of Athena’s powers.

    A scream of rage exploded from Renate von Rundstedt. Her years long search had given her only a part of the powers of the powers of the Goddess. The rest had been stolen from her. In her rage she lashed out at Elizabeth, but whatever her power was, it failed to affect her. One of the soldiers beside her started screaming and grabbing his head. He was later diagnosed insane and was institutionalized.

    Elizabeth flexed her new ‘muscles’ and tried to force reality to bend to her will. It resisted her attempts to move herself and all the Allied soldiers with her to the docks. Renate seemed to create fire out of nothing, ready to immolate them all, and Elizabeth slammed every ounce of strength into moving them all. She felt the world skip and suddenly she and the Allied soldiers were in the port where the allies were evacuating. She held onto consciousness just long enough to see the port and know they were safe.

    Elizabeth woke up on a transport on the way back to England. An army medic named Michael Ironside sat with her and talked to her about the SOE. The wounded soldiers she had teleported back with her had talked about her shrugging of bullets and then teleported them. She spoke to Michael, who came clean about his own healing abilities, for the entire return trip. The next day she walked into the SOE to join the fight.

    Elizabeth, using the name Lady Athanasia, has been on multiple SOE missions honing her skills while fighting the enemies of the British Empire.
    Spoiler: Motivations and Complications
    Show
    Motivation: Patriot
    Elizabeth might have ran out on (most of) her family, but she loves Britain and is a true patriot. Fighting the good fight and protecting British interests across the globe is something she considers her duty and she thinks might even be the reason why she was imbued with the essence of Athena.

    Motivation: Thrilling heroics
    Even as a child Elizabeth loved an adrenalin buzz and an audience. Add the essence of a divine being who got stronger the more people worshipped her and you get a person who thrives on adrenalin and thrilling heroics that people admire her for.

    Complication: Outcast
    Leaving your family and your husband to be doesn’t exactly endear you to the high society you were to be part of. This is no different for Elizabeth. She might have been raised as one of them, but she feels that her friends betrayed her when they told her to go back to her parents and they resent her for leaving her family. In short; most of the British Highborn don’t like Elizabeth much.

    Complication: Part of a whole
    Elizabeth’s powers do not work against anybody else who carries some of Athena’s powers. The essence of Athena works by intent, but it only knows what Elizabeth actually knows. She could not consciously teleport another with the essence to their deaths, but could teleport them to safety. She could not use her combat advantages to fire at them, but could shoot at them not using the advantages.

    Complication: Only human
    If Elizabeth ever loses the essence of Athena somehow, all her attributes would be reduced to their normal values (agility 1, presence 1, intelligence 1, all others 0 ), she would lose all her powers and she would also lose all advantages excepting benefits, equipment and languages. She is understandably paranoid about anything that might do this.

    Complication: Oath keeper
    Gods who took an oath over the river Styx were unable to break that oath. Part of this has peculiarly bled into Elizabeth as well. She will never knowingly break an oath and do her utmost to keep any promise she makes.
    Spoiler: Ten minute background
    Show
    Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

    1) Elizabeth Margaret Theresa Darwin-Wedgwood is the youngest of six siblings. She was born on November 11th 1918 to a minor offshoot of the Noble House of Darwin-Wedgwood. Yes, she’s distantly related to Charles Darwin and directly related to the large blanket of interconnected British noble families. If for example 2694 specific people (or 3217 people, these things are finicky) suddenly died, she’d be next in line for the throne.

    2) Elizabeth is an average sized (in the 40’s ) English woman at 1m54 (5ft 1 inch), weighing 46 kilo’s (112 pounds). She is a brunette with wavy hair that hangs to just below her shoulder blades. Her eyes were originally hazel, but changed to a bright emerald green when she was imbued with some of the powers of a Greek goddess. Like most operatives (or Greek goddesses) she is physically fit and was lucky enough to fall within the proportions that would look good in a dress as well as not getting anything in the way during combat (again; like a Greek goddess).
    She speaks with an upper class English accent, but has learned a lot of ‘lower class’ words and phrases while working with the Special Operations Executive.

    3) Elizabeth was a nurse as part of the QARANC stationed in multiple theatres during the first years of the war. Among them was the Battle of Dunkirk during the British and Allied evacuation from 26 May – 4 June 1940. This is where she was exposed to the shattered statuette of Athena and received some of the goddess’ powers.

    4)When Elizabeth received her powers, she teleported half a dozen wounded men over multiple kilometres (in multiple hops) to safety before passing out with the strain. The men talked and praised her for saving them. This both brought her to the attention of the SOE as well as making it very easy to find out who she actually is, even if she does go by Lady Athanasia while in the field.

    5)Elizabeth is classically trained. She was not only taught the classical languages Latin and Greek, but also about their cultures, philosophy and their noteworthy works. While not something that is often needed, it has kept her mind flexible.

    6)Elizabeth is fiercely loyal to those she considers ‘worthy warriors’ and her friends. She’ll risk her life to protect them.

    7) Elizabeth has the bearing of a noblewomen, or a goddess, and comes across haughty, or maybe a touch arrogant or cold initially, but she’ll thaw soon enough. Putting your lives on the line together quickly forms a bond.

    8) Elizabeth has ridden horses since she was young, but is a horrible driver with any kind of vehicle. Driving instructors quit after only minutes after starting the lessons, no matter how much they were offered. Even battle hardened troops who routinely jump out of airplanes unlucky enough to be in a vehicle driven by her (it regrettably happened on two separate occasions), have needed days of rest and strong drink to at least recover (partially).

    9) Elizabeth was raised a Christian and believes in God. Her faith has taken more than a few hits since being infused by the essence of an ancient goddess and actually learning that other gods exist(ed), but she believes what happened to her was God’s will.

    10) Elizabeth has started learning about the forces of creation (magic). She can’t actually manipulate them yet, but a (demi) goddess should be able to use magic, shouldn’t she.


    Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
    1) Elizabeth – The first one is easy; stop the paranormal horrors the different Axis powers have unleashed on the world by any means possible. Win de war. Knock out Hitler. Beat up Mussolini. Make Hirohito kneel in disgrace. In short; make the world safe again. The usual.

    2) Elizabeth –Find and save Sister Superior Agatha Kincaid. Elizabeth considers her a friend at the very least and misses her immensely. Not to mention that Elizabeth was wearing her uniform when she encountered Renate Karin Maria von Rundstedt and was accidently infused with a part of Athena’s essence. Agatha would be wearing the same uniform and might of been captured by the Nazi scientist.

    3) Elizabeth –Elizabeth wants to restore Athena’s full (leftover) power to a single person; herself. This means that she will have to find a way to take the essence from Renate and whoever else has received it. As well as recover the Aegis that she carried in ancient times. The Aegis wasn’t in the Verdun bunker and neither Renate nor Elizabeth have any idea where it could be, but it won’t stop either from looking.

    4) Player – I’d like to see Henry’s plans (see unaware secret) slowly and secretly come close to fruition and that Elizabeth then finds out. I think the realisation that the only family she ever truly loved had killed so many, including the rest of her family, and where that would head is something I’d like to see.


    Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
    1) Aware – The ancient gods are real. Or at least real enough that entire civilisations worshipped them, this gave them power (and might have actually created them). They were defeated by something, or someone, using some sort of weapon, and their essence imprisoned in 30 cm high statues. Without active worshippers the ‘gods essences’ have been reduced to only a fraction of their power. This weapon still exists somewhere and is able to drain divine essences from people imbued with it.

    1.2) Unaware – The gods’ loss of worshippers have stripped them of most of their personalities as well. Anybody, with any agenda or moral compass, could take one of the gods’ powers into themselves and do whatever they wish. Any ‘effect’ the god’s so called personality has on someone imbued with their essence is simply a psychological effect from within that person.

    2) Unaware – Learning of his little sister’s divine gifts, Henry spent a small fortune in gifts, favours and cold hard cash to find something similar for himself. Either because of blind luck, destiny or even divine will he was able to acquire Zeus’ arm holding a lightning bolt. He ground it down into powder and then injected it directly into his veins. He absorbed some of the Kind of the God’s power. He learned that he could control electricity as well as influence ‘normal’ people to a point that they were blindly loyal to him after a few days of intense interaction. He also ‘inherited’ a few less desirable traits; the idea that he was the only one worthy to rule. It only took him a few minutes to come up with a plan and then a few days to completely convince himself that it was the correct way. 2698 Specific people stood between him and the throne of the British Commonwealth at the time of his ascension to (partial) godhood. An electrical fire in his ancestral home during their monthly family Sunday meal a week later cost the lives of his elder siblings, father and step mother. 2693 still stood in his way and he had as many loyal subjects as he could convert to whittle that number down and a war to cover what he was doing.


    Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
    1) Friendly – Her two years older half brother Henry James August Darwin-Wedgwood, her only surviving direct family, has been her partner in mischief since they were kids. Henry was the only one to keep in contact with Elizabeth after she rebelled against her family and he was the first she told about being infused by the essence of Athena. Even after Henry’s change, and subsequent inheritance of the family fortune, his feelings for his younger sister didn’t change (she wasn’t in his way to the throne) and he made sure she had a nice trust to keep her comfortable and speaks to her as often as both their busy schedules allow.

    2) Friendly – Sister Superior Agatha Kincaid of the Queen Alexandra’s Royal Army Nursing Corps. She took Elizabeth in after she had left her family and even weathered criticism and social pressure to send her back home. Agatha was the one who trained Elizabeth as a nurse when she joined the QARANC. Sister Superior Agatha Kincaid hasn’t been seen since Dunkirk.

    3) Friendly – Captain Terry Sheehan, one of the wounded soldiers that she teleported out of harm’s way at Dunkirk. He made an effort to stay in touch after Dunkirk and whenever the two of them are in each other’s neighbourhood, he buys her drinks to thank her for saving his life.

    4) Friendly – Michael Ironside, an army medic who first met Elizabeth after her teleportation to the evacuation port in Verdun. He used to work as a lab assistant in a hospital developing new and experimental treatments. During a bombing on London the hospital was hit and he was caught in the blast. He was thrown into the experiments, the vials breaking and cutting into him, mixing their content with his blood. Ever since then he is able to heal himself and those he touches with a thought. He was the one to contact Elizabeth about working with the SOE.

    5) Unfriendly – Robert Crawford, the older man who was ‘supposed’ to marry Elizabeth. Being shunned humiliated him and a man like that does not take well to humiliation. His dislike of Elizabeth, and by extension her brother, is always just underneath the surface. If he could do anything to hamper the siblings, he would.

    6) Enemy – Duchess Despoina; a nazi occult scientist named Renate Karin Maria von Rundstedt . She is the granddaughter of Generalfeldmarschall Karl Rudolf Gerd von Rundstedt (the Generalfeldmarschall who was in charge of the Battle of Dunkirk in 1941). She is the one who absorbed the bulk of Athena’s essence and wants the rest of that power that was ‘rightfully hers’ returned to her and she’ll stop at nothing to get it.


    Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
    1) Climbing to the top of the highest tree on their estates when she was six years old, to the exclamations of shock and awe from her siblings and the estates staff. Her father came out and ordered her down before she actually reached the top. He then punished her severely when she did. Her father then ordered the tree cut down and burned as well as cutting all the lower branches off other trees to prevent a repeat incident. Both the feeling of being the one that left others speechless and being punished for doing something she thought of as perfectly reasonable shaped a fair amount of her .

    2) The fight with her parents on her sixteenth birthday. She was to be wed to the 38 year old Robert Crawford, a recent widower, with children older than Elizabeth, which would bind their families to the betterment of both (according to her father). It sent her running from her childhood home, screaming and wishing hateful things on her family. It was the last time she spoke to any of them alive (excepting Henry of course).

    3) Chinese New Year in Hong Kong during her first oversees ‘deployment’ with the Queen Alexandra’s Royal Army Nursing Corps in ‘38. The displays of fireworks had her gawking at its beauty and instantly peaked her interest in to how they worked.

    4) The day she was infused with some of the goddess Athena’s powers during the Battle of Dunkirk. After the medical tent fell behind enemy lines because of a blitz attack by the German forces, Elizabeth was ordered to return behind their own lines with the walking wounded by Sister Superior Agatha Kincaid, who stayed behind with the wounded who could not safely be moved. Fate, or divine will, had her crossing paths with Renate Karin Maria von Rundstedt who was rejoining her father after she had retrieved the statue of Athena from where it had rested for years in a WOI trench bunker in Verdun, Belgium. A stray shell exploded close to Renate, it’s shrapnel ripping through the Nazi scientist, the package she was carrying and everyone around them, including Elizabeth. This embedded pieces of the statue into both women, which then dissolved into their bodies, giving both a portion of Athena’s powers. Elizabeth used this power to escape with the surviving wounded, while Renate used it to strike down everybody she could, Nazi and ally alike.
    Sister Superior Kincaid’s unwillingness to leave the wounded men, as well as the horror unleashed by the Nazi scientist both had a large hand in her deciding to fight.

    5) Elizabeth has picked up a fondness for wearing loose-fitting clothing and prefers ancient variations like togas, chitons, peplos’, himations and chlamys’. When at home she usually wears these. Even her super costume is inspired by the Greek Hoplites.
    Last edited by Chivy; 2017-01-06 at 02:32 PM.

  7. - Top - End - #7
    Titan in the Playground
     
    Ridai's Avatar

    Join Date
    Sep 2008
    Location
    Germany (GMT +1)

    Default Re: V for Victory! (OOC)

    Ideas for relationships and previous encounters

    Please note that all these are just ideas, feel free to yay, nay, add, or change, as you please.

    Spoiler: Silver Star
    Show
    Jane thinks he is a good, stand-up guy, kind of the template of a (superhuman) hero. Furthermore, he seems to do the whole hero thing quite voluntarily, so he is either crazy, or a really good guy. Jane can't help but like him, and is secretly crossing her fingers that the toll of the whole hero business won't catch up to him.

    They might have met in the USA twice before, once maybe ten years ago when Jane was still 13 years old and Silver Star (whether in costume or in disguise as a brave civilian) protected the British girl and other civilians from gangsters. Maybe they briefly exchanged words (Jane also telling him her name), maybe she prevented a gangster from shooting someone by hitting him in the eye with a baseball.

    Then a year ago, when Jane somehow got involved in another mess that took her to the US, she was busy fighting the minions of Don Corlino, gangster supervillain, trying to get to a burning building with people inside, as Silver Star once again arrived, landing in the middle of the fight. Maybe he at first asked if she needed help ("No...?"), then wondered if she was a gangster with how she was dressed ("No!"), then both quickly agreeing that Jane would deal with the thugs while Silver Star rescues the people from the building. Afterwards, maybe they had a chat, Silver Star recognized Jane as the little girl from years ago ("You sure have grown"), and they've been friends ever since.

    Spoiler: Sparrow
    Show
    Jane has absolutely no idea that Lily is a machine. She sees Lily (from the brief time they interacted so far) as a strange, but adorable girl. Most likely will look out for Sparrow, as she knows how taxing and confusing being a quote unquote hero as a teenage girl is.

    Maybe they only met once, while Lily was in her civilian appearance, during a Random Act of Kindness from Jane, making a bunch of teen thugs crap their pants for giving Lily a hard time. Jane looked pretty torn up, with several cuts, bruises, apparently even gunshot wounds, just having saved a family from a squad of raptor men, but some cursing nonwithstanding while bandaging herself, she was pretty friendly and not all that worried about her wounds ("It'll be fine"). Maybe Jane invited Lily along because the former was getting quite hungry (ignoring the confused owner and guests who were considering whether they should call an ambulance), before parting ways, Jane wishing Lily the best.

    Spoiler: Sub-Marina
    Show
    As opposed to most people (I'd imagine), the news of the existence of Atlantis and Atlantean people is met with kind of a shrug, as it certainly wouldn't be the first mythical place that turned out to be real (most recently, Jane had a short stint at El Dorado; don't ask her how she ended up there, though). Also some narrowing of her eyebrows given the not too friendly attitude towards surface dwellers ("What did I ever do to you?"). Her liking combat also seems a little strange (Jane prefers not getting punched/stabbed/shot at), but she guesses it's a cultural thing?

    There's also that one time when Jane was busy beating up the crew of a Nazi submarine when the whole thing suddenly started to shudder. Jane looked out of a porthole, saw an angry Sub-Marina looking back, blinked, another shudder. Jane frantically wrote a message with some secret mission folder and the nosebleed of a knocked out Nazi (NOT A NAZI), pressed it against the porthole, which apparently didn't help, Jane having to dodge a trident coming clean through the hull. Cue "ohcrapohcrapohcrap", the sub breaking apart, and Jane rocketing herself out of the ocean with an oxygen tank and onto an island, which just so happened to have a speedboat to escape in.

    So their first meeting at the SOE might take a turn for the weirder, with Jane remembering that she was nearly drowned by Sub-Marina despite meaning no harm (though she can see how her note might have not been very convincing in hindsight), and Sub-Marina either having entirely forgotten who Jane is or mistaking her for a ghastly person crewing those steel abominations. Crossing my fingers that eventually, they'll just laugh at that event ("Remember when I almost drowned you?" "Oh yeah, it was a whale of a time!"). May or may not lead to some rivalry or Jane constantly trying to convince Sub-Marina that she has no idea how to pilot a sub (which is mostly true, unless the Spirit of Adventure! decides otherwise).

    Spoiler: Melusine
    Show
    Wow, that girl sure is pretty. Jane can't really blame her for being all fire and brimstone about Germans, but she's seeing that kind of indiscriminate thirst for revenge/blood as well. Wonders how she'd react if she knew Jane is half-German. Not afraid to punch the snake lady in the face if she starts taking her rage out on German civilians.

    Not sure if they have met yet. Might be better if are unacquainted and start discovering the various aspects of the other (given Chantal being subject to something thought a fairy tale, she might have a unique view on Jane, who is kind of a living fairy tale, and vice versa, since Jane knows how it feels to be subjected to something drastically affecting her life and altering her body).

    Spoiler: Lady Athanasia
    Show
    Lady Athanasia is like Jane's enthusiastic counterpart, seeking adventure on her own and given powers by an actual goddess instead of a spirit hungry for heroics. Given her general awareness about these things, this makes it even weirder for Jane, especially with Elizabeth having such a go-get'em attitude, like the Spirit of Adventure! is setting up both of them to be a dual battering ram against the Nazis. With Jane being more than a foot taller than Elizabeth, the mental image is even stranger. Even with all the weirdness and opposite views, Elizabeth does have an infectuous charm to her.

    Elizabeth might also like Jane because wherever Jane is, explosions, things to punch, damsels to save, and more explosions usually aren't far.

    I am kind of imagining both of them running into each other while they were punching Nazis, starting to fight back to back, Elizabeth having a whale of a time and being the enthusiastic half to Jane who'd rather get the whole thing over with. Cue Elizabeth jumping straight into the next fray and Jane hurriedly following her, too kindhearted to leave her alone, leading to more Two-Fisted Heroics! The whole thing might have ended with the both of them surrounded by a pile of knocked out soldiers, destroyed tanks, and torn apart fortifications, Elizabeth standing upright and taking a shine to Jane while the latter is trying to catch her breath, glad it's finally over, and almost falling over when an encouraging slap on the back landed right on the broken rib she still had to bandage.
    Last edited by Ridai; 2016-12-28 at 07:06 AM.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Tar Palantir's Avatar

    Join Date
    Aug 2007
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    Male

    Default Re: V for Victory! (OOC)

    Lily Nightingale, AKA Sparrow


    Spoiler: Mechanics
    Show

    Spoiler: Appearance and Personality
    Show
    Heroic Name: Sparrow
    Secret Identity: Lily Nightingale
    Gender: Female(ish)
    Age: 2
    Height: 5' 6"
    Weight: 140 lb
    Eyes: Green
    Hair: Dirty Blonde

    Appearance: In her civilian identity, Lily Nightingale appears as a petite young woman, standing at about 5'6". Her straight, blonde hair falls to the middle of her back. Her facial features are angular, with high cheek bones and a sharp chin, and a pair of smallish, round-framed glasses frame her pale green eyes (though unnecessary for corrective purposes, they still have strong prescription lenses; Lily simply adjusts the lenses of her eyes to compensate while wearing them).

    Sparrow's costume is a form-fitting spandex number. A hood/mask combo conceals the bulk of her face, leaving only her eyes and lower jaw exposed, and is stylized to resemble a bird's head and beak (the hood, combined with a few tweaks to the padding of the back, serving to conceal her long hair quite effectively). Her costume is a mix of sky blue and emerald green, with the latter confined mostly to the front torso (in actuality, her costume is just a reconfiguration of her body, composed of nanite cells just like the rest of her, though only examination with incredibly sophisticated equipment would reveal this).

    Personality: Lily is both a naturally social and often intensely shy person. She craves interaction and connection, but is self-conscious, often simply letting her mouth run on autopilot from nerves or embarrassment. Part of this is a defense mechanism, a desire to maintain distance as a way of maintaining control over herself.She tends to use evasions and social mores to wall off all the most sensitive areas of her life, which ends up being most of them; she rarely stays in one area long enough to make real friends, much less build the trust necessary to discuss the things that really frighten her. Another part is those fears themselves. It doesn't bother her so much that she's synthetic, but having been originally designed as a WMD scares her more than a little, and she finds herself constantly policing herself in a desperate attempt to avoid losing control. All of these unpleasant necessities have failed to dampen her spirit or her belief that her daily struggles are worth it to make the world a better place for those around her. Lily is still trying to figure out who she is as much as anyone; why else would she decide her default human form should be a teenager?

    Spoiler: Power Descriptions
    Show
    Nanite Physiology: Sparrow's body may appear human, even under moderate scrutiny, but in actuality her form is comprised of a trillion trillion nanoscopic robots, or nanites. This renders her impervious to many of the dangers that threaten organic lifeforms (Fortitude Immunity), while also providing her with a host of cognitive and sensory processing advantages, such as the ability to pinpoint a target from auditory input alone (Mental Quickness and Senses), not to mention the ability to access comm channels with her brain (Built-In Commlink). Her decentralized cognition makes her far more resistant to mental assaults than your average being (Partial Mental Immunity). She possesses a rather comprehensive database of spoken, written, and machine languages (Comprehend). Sparrow is capable of reconfiguring her body in any number of ways, allowing her to alter her appearance substantially (Morph) or disperse into a cloud of independent nanites (Insubstantial). Furthermore, she is all but impossible to destroy completely. A 'lethal' assault that leaves her a shredded pile of scrap metal can be walked off in a day; even if reduced to a mere handful of nanites, she can restore herself in a few weeks. Only the total obliteration of every nanite will ensure her final death, and not many methods of death-dealing are designed for annihilating targets the size of a virus, incineration being the most likely for several reasons. Still, she can hardly complain. After all, most humans would die permanently after being torn limb from limb and tossed into a blast furnace, too.

    Flight: Sparrow can fly. If she could not fly, she would not have named herself after a bird.

    Self-Repair: Sparrow can, with concentration, whip her nanite cells into a rapid replication cycle, disassembling and repurposing damaged nanites and replacing lost or destroyed ones.

    Spoiler: Background
    Show
    It would not be a surprise to any student of history that a conflict on the scale such as the Second World War would drive scientific innovation down new, exciting, and horrifying roads. What might surprise them would be the nature of one such innovation, the last great war machine of Eric Nightingale. Eric was a scientific genius, one whose talents were swiftly employed by the Third Reich to augment their war effort. While the sensitive nature of his devices prevented them from ever being employed on a grand scale, a handful of Nightingale's simplest weapons could let German soldiers overcome forces a hundred times their own number. Even this was not enough, however, and Nightingale was hounded by his Nazi taskmasters, driven to design something powerful enough to win the war in a single, decisive blow.

    Irony, thy name is Sparrow.

    Taking inspiration from the chemical and biological weapons so dominant in the First World War, Eric sought to design a mechanized plague: tiny, self-replicating nanites capable of doing horrendous damage to living organisms, networked together to allow for coordination and control. That was the idea, anyway. What he actually got was something he never anticipated. The connections used to network the assemblers gave rise to a collective intelligence, a sapient mind forged of a billion billion synthetic 'neurons': Lily.

    Though her capabilities were not quite on par with what was expected (rather than a consuming cloud of death, Lily preferred to maintain a single, humanoid form, to ease communication load and augment her effective intelligence, though she could still alter it to some degree), the project was still considered a remarkable success. Eric, however,was uneasy. He had set out to create a weapon, and had instead created a living being, and now that being was going to be made a weapon anyway. Something had to be done. Late one night he snuck into the lab where she was kept and released her, telling her to run, to go as far as she had to in order to escape those who would make a monster of her. His last words to her were, "Live your own life, my child, and live it well."

    For more than a year she lived on the run, never staying in one place for too long, trying desperately to become acclimated to a world almost entirely foreign to her. Eventually, she heard of the exploits of the Centurion and other so-called 'superheroes', individuals with amazing talents who used their gifts to protect the innocent, to stand up for freedom and justice, and it was like that frozen instant between the comprehension of a riddle and the solution. This was how she could honor her father's wish for her, a way to make the danger he placed himself in to free her worth it. She adopted the moniker Sparrow, and pledged to do everything in her power to be a daughter that Eric Nightingale could be proud of.

    Spoiler: Complications
    Show
    A Life Well-Lived [Motivation: Doing Good]: Lily's experience with the world has been far shorter than most people's, but in that short span of time she has seen a great deal of what the world has to offer, good and bad. After seeing so much pain and despair, so many people desperately trying to keep their little candles burning amidst a sea of darkness, how could she do anything else but try to help? She has the power to make a difference in the lives of so many people, and Lily sees it as her duty to use that power well.

    I Have a Dream (Of Electronic Sheep) [Motivation: Acceptance]: Lily believes (not without cause) that, should her true nature be revealed to the world, people would react with fear and animosity (again, not without cause). As such, she does her duty as Sparrow in the hope that one day, between improving humanity and proving her dedication to a life of heroism, that will no longer be the case, and she will no longer have to hide who she is. That day may be long in coming, but she has plenty of time.

    Relationship (Eric Nightingale): Her 'father', the brilliant scientist and weapons engineer who designed and built her, who risked the ire of his Nazi overseers in order to give her the chance at a life of her own. Much of her moral character stems from that single, selfless act. Despite her best efforts, Sparrow has yet to learn what happened to him after he set her free.

    Bad to the Bone [Temper]: Lily's higher functions may be entirely devoted to protecting the innocent and fostering abandoned puppies until they can find a new home with underprivileged youth in desperate need of unconditional love, but on a more basic level, the story is rather different. The firmware that drives her most basic functions also contains a simplistic method of behavioral control, designed to keep the all-consuming swarm of death she was intended to be consuming all and dealing death. The way it translates to her higher functions is that she receives spikes of positive emotion when engaged in violent, destructive actions. If she were talking about it with someone she trusted, she would describe it by saying, "Imagine if fighting felt as good as sex, and you never got tired or hungry so you only had to stop when you ran out of 'partners'." Not exactly the most convenient mental bedrock upon which to construct a paragon of virtue and righteousness.

    Totally Not a Robot, Guys [Secret]: Sparrow is not human. She is not even really an android. She is a swarm of a billion billion self-replicating nanites, something which gets the torches and pitchforks mobilizing faster than if her dad's name was Frankenstein. It's not like it would be entirely unjustified either; Sparrow lives in a constant struggle against an essentially evil nature. Were she to lose that struggle, the potential damage could fall anywhere from 'catastrophe' to 'apocalypse'. As such, she keeps the exact nature of her powers to herself as much as possible; as far as she is aware, no one save her father and those supervising him know her true nature, and none know to connect the nanite swarm and the idealistic young heroine flying about in spandex.

    Spoiler: Ten Minute Backstory
    Show
    Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

    Covered, I think, in the preceding background and description bits.

    Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

    Sparrow's Goal: Prove that she can be a force for good, to herself as much as to those around her, by using her abilities to help those threatened by the war, especially the weak and helpless.
    My Goal for Sparrow: Come to terms with her nature and origins without letting it define her, and learn to trust that those close to her won't abandon her if they find out the truth about her.

    Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

    Sparrow's Secret: Kind of a gimme, this one . Sparrow is not, in fact, a teenage girl, but is a swarm of sentient nanites assembled into a convincing facsimile of a teenage girl.
    Secret that Sparrow Doesn't Know: Her code still contains a set of emergency override commands; someone with knowledge of the proper passphrases could force her to obey their commands.

    Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

    Eric Nightingale: Sparrow's father/creator, a brilliant scientist 'persuaded' to work for the Nazis designing advanced weaponry. Apparently cold, he is in fact a man of deep and powerful emotions, he simply does not let them show very often.

    Rodrick von Schroder: Though she had little direct contact with him, it's hard to deny the effect von Schroder had on Lily's life, for it was at his persistent urging that Eric finally created her. The officer charged with overseeing Eric's research, he has a respectable scientific background himself, but backs it up with the kind of thoughtless cruelty of a boy plucking wings off of flies. If Lily slept, her nightmares would be about von Schroder.

    Lisa Cartwright: a young British intelligence agent, Lisa was the one who found Sparrow and brought her into the SOE. Charming when she wants to be, sharply sarcastic when she doesn't, and generally adept at all manners of subterfuge and espionage known to man, and some that aren't.

    Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

    Lily tends to ramble when she's nervous or uncomfortable (mostly in social situations; life-or-death struggles put her on edge far less than casual conversation), often saying thoughts as quickly as they form, with very little filter, only realizing a few moments later when she says something she'd rather not have said.

    Sparrow has a very hard time letting other people put themselves at risk for her sake. She tries when possible to make sure that she's doing the riskiest part of any mission. She'd never think to ask someone to endanger themselves on her behalf, and would never think twice about endangering herself for another. Partly this is practical assessment of her own durability, but deep down it's because she feels the weight of her father's sacrifice, and can't bear the thought of anyone else suffering because of her.

    Lily remembers her first time out in costume, diving in and out of a burning building to pull people to safety. There were twenty eight people trapped inside, and she saved twenty one, and she remembers with perfect clarity the face of each person she rescued, as well as the bodies of those she wasn't good enough to protect. She knows all the reasons she failed to save them, and she knows that all the reasons in the world won't bring them back to life. Instead, she pushes herself, in the hopes that if she can just become strong enough, fast enough, smart enough, she can figure out how to save everyone.


    Congrats to everybody for making the cut! Claiming Turquoise for Sparrow's speech color. Discord chat sounds good to me; though I haven't done more than poke around the client for thirty seconds before, it didn't look that complicated. Give me a bit to read through everybody's sheets and whatnot, and I'll put up some thoughts on pregame connections.
    Thanks to Thormag for my Legion avatar.

    Current Characters:

    Lily Nightingale, a.k.a. Sparrow, in V for Victory (OoC)

  9. - Top - End - #9
    Titan in the Playground
     
    The_Snark's Avatar

    Join Date
    Apr 2006

    Default Re: V for Victory! (OOC)

    Glad to be here! Melusine will speak in navy.

    Spoiler: Sheet
    Show
    Note: any trait which differs from day to night is denoted by a / separating the two values; the former is day, the latter night.

    Abilities
    Agility 4, Awareness 4, Dexterity 0/-2, Fighting 0, Intellect 0, Presence 3/0, Stamina 6, Strength 2/12
    [28pp]

    Defenses
    Dodge 6 (+10/+6), Fortitude 8 (+8), Parry 6 (+8/+6), Toughness 0 (+6/+10), Will 4 (+8)
    [14pp]

    Skills
    Acrobatics 2 ranks (+6), Close Combat: Unarmed 4 ranks (+4), Deception 7 ranks (+10/+7*), Insight 8 ranks (+12), Investigation 6 ranks (+6), Perception 2 ranks (+8), Persuasion 3 ranks (+6/+3*), Ranged Combat: Firearms 10 ranks (+10/+8), Stealth 4 ranks (+8)
    [23pp]

    May be modified by Attractive and/or Enhanced Presence

    Advantages
    All-out Attack, Animal Empathy, Equipment 3, Favored Foe: Nazis, Fearless, Languages 2 (English, German)
    [9pp]

    Powers

    Grâce de la Sirène [5pp]
    • Immunity 1 (drowning) [1]
    • Swimming 4 [4]


    Chanson Irrésistible [16pp]
    • Affliction 8 (entranced/compelled, resisted and overcome by Will; area: auditory +1/rank, distracting -1/rank, insidious 1, limited degree -1/rank, reversible 1) [6] linked to...
      Weaken Will 8 (area: auditory +1/rank, distracting -1/rank, insidious 1, reversible 1) [10]

    AP: Charme de la Fée [1pp]
    • Enhanced Presence 8 (resistible by Will -1/rank) [8]
    • Visual Concealment 4 (insidious 1, partial -1/rank, passive -1/rank, phantasm -1/rank) [2]


    De Jour, Belle [9pp]
    • Enhanced Advantages 2 (Attractive 2; limited to day -1/rank) [1]
    • Enhanced Dexterity 2 (limited to day -1/rank) [2]
    • Enhanced Dodge 4 (limited to day -1/rank) [2]
    • Enhanced Parry 2 (limited to day -1/rank) [1]
    • Enhanced Presence 3 (limited to day -1/rank)[3]


    De Nuit, Bête [30pp]
    • Enhanced Advantages (Chokehold, Fast Grab, Improved Grab, Improved Hold, Prone Fighting, Startle; limited to night -1/rank) [3]
    • Enhanced Skill: Intimidation 15 (limited to night -1/rank) [5]
    • Enhanced Strength 10 (limited to night -1/rank) [10]
    • Movement 1: Slithering (limited to night -1/rank) [1]
    • Protection 4 (impervious 10, limited to night -1/rank) [7]
    • Senses 2: Darkvision (limited to night -1/rank) [1]
    • Swimming 2 (limited to night -1/rank) [1]
      • AP: Burrowing 5 and Speed 1 (both limited to night -1/rank) [1]


    Equipment
    Semiautomatic pistol (Ranged Multiattack Damage 4, accurate 1, subtle 1)
    Multitool

    Spoiler: Complications
    Show
    Enemy - Bolthorn the Black: a sorcerer of the Thule Society, expert in worldly affairs as well as the occult. Nearly captured Melusine on two occasions, and she only shook his pursuit by fleeing into a country he couldn't safely enter. Thinks of her as a worthy rival and a fascinating case study.

    Enemy - Col. Josef Weissler: officer of the German Secret Police operating in France. Hates and distrusts magic in general and Melusine in particular. Not a good man, but an honorable one, in his way. Genuinely believes he's doing what's best for Germany (if not the rest of the world). Suspicious of superpowers and fantastic technology, thinks human courage and ingenuity are superior, has a bit of a Thing about trying to prove that.

    Enemy - the Witch of the Alder...? Not even the Gaillot stories remember the name of the witch that supposedly cursed them, but legend has it that God eventually struck her down with lightning and transformed her into an alder tree as punishment for her wickedness; she is popularly known as the Witch of the Alder, and is a staple of folk tales in the Ardennes. Some of the legends might contain seeds of truth, but aside from the family curse Chantal has no way of knowing which ones. Some say she lives still, deep in the forest, trapped in a wooden prison but as alive and wicked if she ever was. If this is true, it might be the key to learning more about the Gaillot curse - or perhaps even lifting it. But Chantal is not the only one who would be interested in such things...

    Motivation - Patriotism: Chantal came by her national pride later than most, but she is as fierce about it as any Frenchwoman... maybe more so, because she has years of neglect to make up for. There is no zeal greater than that of a convert, who sees the object of her faith through new eyes, and who must prove her devotion to herself and others.

    Motivation - Revenge: Before she loved France, Chantal loved the father who raised her alone, the young man who loved her by night as well as by day. Losing them hurt. She's thrown herself into fighting for republic and country, but it's a poor substitute. What really keeps her going is the need to lash out, to make someone pay for what happened.

    Power Quirk - Involuntary Transformation: As the Melusine, Chantal is tough enough to shrug off bullets and strong enough to lift a tank. But she can't access that strength on demand. By day she is all too human, as vulnerable to blade or bayonet as anybody. By night she is powerful, but at the cost of that humanity. Both states have drawbacks, and she doesn't have any choice in the matter.

    Quirk - Temper: Chantal is a bit volatile, emotionally speaking. While not incapable of caution or patience, she is inclined to act recklessly when there is any advantage at all in doing so. Any competent psychiatrist would diagnose her with self-destructive tendencies; she doesn't want to die, but on some level she has trouble valuing her personal safety.

    Spoiler: Background
    Show
    Background Elements
    • Partway through the Battle of France, German forces in the Ardennes reported being harassed by a strange creature out of the forest, or possibly several creatures; various soldiers claimed this was a nix, lindworm, troll, or skin-changing witch, depending on the superstitions of the soldier in question. While German command initially dismissed these rumors, the missing materiel was real, and after one incident left five men mauled and one dead the beast's reality was proven.
    • In the months following France's surrender and the establishment of the Vichy regime, a Resistance operative code-named the Melusine surfaced east of Paris and achieved a kind of folk hero or bogeyman status. Known for her brutality, she made a particular habit of preying on French collaborators, as a warning to traitors.
    • Nervous Vichy officials soon discovered that ordinary security measures were of little use; the Melusine dispatched bodyguards with ease, shrugged off bullets, and even proved capable of tearing through steel walls. It was this last point that finally drew the attention of the Thule Society, who sent agents to investigate what now seemed more like a genuine occult phenomenon than a scare story. The Melusine was eventually forced to flee the country to escape pursuit.
    • The Melusine's true identity is Chantal Gaillot. Prior to the war she lived a quiet life in a remote cottage in the Ardennes; her family had thought themselves safe given the rough terrain, but the German blitz ran straight through their home. Her father did not survive their escape from the war zone, which spurred her to fight.
    • After making her way across the Channel on her own power, Chantal sought out the British government and offered her services in fighting the Nazis. Given her history - and, it must be said, the difficulty of employing her in any typical capacity - she was soon sent to the Ministry of Ungentlemanly Warfare.


    Goals
    • Chantal wants revenge. Her father was injured fleeing the German invasion, and succumbed to illness not long after; her fiancé enlisted as a soldier, and was killed in the fighting. She was never much of a patriot, before - keeping secrets and living apart from one's countrymen will do that - but in the months since has discovered a passion for her homeland. Its history, which now seems in danger of coming to an end; its countryside, now marred by German panzers; its people, living beneath the shadow of Goring and his Gestapo. She feels a kinship with the radicals of the French Revolution, who stood up and rebelled against centuries of oppression and succeeded. Like them, she truly wants freedom for her people... but there's a kind of madness lurking beneath that, pent-up hurt and bitterness waiting to be unleashed.
    • This is not a good state of affairs! Like the French Revolution, Chantal is probably going to self-destruct if left unchecked.I want Chantal's conviction to be challenged. How, I'm not exactly sure. It could be as simple as making genuine friends among her fellow agents, giving her touchstones other than her grief/anger over her loved ones and her newly adopted revolutionary beliefs. It might be coming to identify with German civilians or even soldiers who suffer as a result of her actions (right now she has a pretty black-and-white worldview, and Germans are firmly in the black). Or it might take something traumatic to shock her out of it. She might not get a happy ending in this game, what with there being several more years of war to go But I'd like it if she gets to a point where a happy ending is visible. Chantal is a bit darker than the game's intended tone, I think, but I'm planning for that to rub off on her rather than the other way around.


    Secrets
    • The secret behind the Melusine is an ancestral curse, supposedly laid on a proud farmwife for refusing hospitality to a witch or a fairy (details vary depending on who's telling the story). It's a local legend in the Ardennes, but Chantal's family holds the true version: the woman cursed was Nadine Gaillot, and her affliction would be passed down to every woman of her bloodline. By day they lived normally; by night they became a monster, half woman and half serpent. The family line has understandably struggled ever since. They keep their nature secret, for fear of being hunted or shunned. Few Gaillot women find husbands, and when they do it often ends in tragedy (this is is the source of another half-dozen local legends); the bloodline only survives thanks to its sons, who carry the curse in their blood but are not themselves affected. Some go without children, to avoid inflicting the curse on yet another child, but others want a family no matter the risks, or refuse to let their line be ended by the old witch's spite. Nonetheless, it is a relief when a son is born.
    • As far as Chantal knows, she is the last living descendant of Nadine Gaillot. This is not true; another branch of the family lives in southern France, under the name Gauthier. The Thule Society came across them in the process of investigating the Melusine, and decided that the bloodline was worth further research even after her defeat. The Gauthiers have been vanished; some willing (or semi-willing), others... not.


    Relationships
    • Pierre Gaillot, Chantal's father. Like many Gaillots, he pursued a more or less solitary occupation, in his case hunting for meat and furs. Raised Chantal alone, after her mother left (she'd been told about the Gaillot curse, but didn't really believe it until after the birth, and took it very poorly). Now deceased.
    • Noel Bechard, Chantal's old point of contact with the French Resistance (friendly). Despite what rumor said, she was only ever loosely affiliated with them - they shared goals, and Bechard often provided her with information, but she always felt like she was being kept at arm's length. It makes sense for each person to only know a few others, so that they can't give away too much if they're captured... but most of the Resistance knows more than one other member, surely? They work together, not always alone? At first she thought it was because she was new and needed to earn their trust; later, she began to think maybe they were afraid of her. Whatever the truth, she's spent quite a lot of time trying to impress Noel, alternately seeking his approval and trying to show him up. While he's always been superficially friendly, they're by no means close and she can't help but wonder how sincere his air of affability is - he is, after all, a consummate liar and a professional paranoid. On the other hand, it's possible she just has trust issues.
    • Graham Stout, an English farmer living near the southern coast (friendly). He was the first person Chantal found after swimming the English Channel, and while she was able to do that it still left her cold, wet and exhausted. He took her in, cleaned her up, and got in touch with some chaps in the government who might be able to help her. Possibly more important, he was more or less unfazed by her nighttime transformations. Gregarious, very sociable, very involved with the local war effort because, as he puts it, "if the Krauts come at us they'll be landing right in me backyard". He's not very much like her father at all, but for some reason she can't help but think the two would have gotten along.
    • Col. Josef Weissler, of the Parisian branch of the Gestapo. One of the first officers to be officially given the task of hunting down the Melusine, he was humiliated after losing almost twenty men in what was supposed to be a one-sided ambush. Unlike many of his successors, however, he survived the experience, and he remembers the Melusine. Not only does he blame her for the blow to his career, he truly believes she's a monster, a rabid hell-beast that needs to be put down for the good of all mankind. He's since become something of an expert in dealing with occult phenomena; this often puts him in contact with the Thule Society, but he thoroughly distrusts them, seeing them as little better than the creatures they hunt. Maybe the Fuhrer has them leashed for now - maybe - but it's only a matter of time before something goes wrong. The Ahab to Melusine's white whale; if she shows herself anywhere near his sphere of influence, he is sure to pursue.
    • Boltthorn the Black, agent of the Thule Society. A scientist and a practitioner of hermetic magic, often dispatched to investigate when the Society finds something of interest in disputed territory. Though he too was tasked with finding the Melusine, he bears her no ill will; this is admittedly in part because he was much more successful than Colonel Weissler, but mostly it's because he finds her interesting. Prior to the war he was a lecturer at a prestigious university, his loyalty to Germany comes second - a rather distant second - to his thirst for knowledge. Brilliant and utterly amoral. Enjoys psychological warfare, and considers Melusine a worthy rival in this field, even a peer of sorts. She would be utterly disgusted if she knew; he would in turn be disappointed to find out that she has little to no knowledge of the occult beyond the practical details of her condition.


    Memories, Quirks and Mannerisms
    • Chantal speaks English, but not particularly well; she has a strong accent and her grammar is distinctly French. This does not prevent her from being scornful of people who speak her language poorly.
    • Chantal has spent most of her life in the countryside; she's comfortable enough in small towns, but cities are strange and a bit intimidating. There's too many people for any one person to possibly keep track of, it's all but impossible to be alone (walls are just not the same as true seclusion), everything is too big and too colorful. Or too gray, in the case of the newer wartime constructions.
    • Chantal has problems with body image (not uncommon in her family); she is somewhat ashamed of her appearance by night and is very sensitive to fear, hostility and disgust. By day she's extremely pretty, and the attention she gets because of this is soothing, but even then her confidence is still somewhat shaky. Comes off as vain - is vain, really - but this stems from insecurity rather than narcissism.
    Last edited by The_Snark; 2017-01-07 at 02:00 PM.
    Avatar by Ifni. Thanks!

  10. - Top - End - #10
    Barbarian in the Playground
     
    RedSorcererGirl

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    Default Re: V for Victory! (OOC)

    OK, everyone's checked in, hurray!

    Looks like folks are either already on Discord or don't have an issue with it, so here's the link, if you want to swing by: https://discord.gg/nAEMX It expires after a day, so if anyone ends up needing a new link, just poke me.

  11. - Top - End - #11
    Titan in the Playground
     
    The_Snark's Avatar

    Join Date
    Apr 2006

    Default Re: V for Victory! (OOC)

    Quote Originally Posted by Ridai View Post
    Ideas for relationships and previous encounters

    Spoiler: Melusine
    Show
    Wow, that girl sure is pretty. Jane can't really blame her for being all fire and brimstone about Germans, but she's seeing that kind of indiscriminate thirst for revenge/blood as well. Wonders how she'd react if she knew Jane is half-German. Not afraid to punch the snake lady in the face if she starts taking her rage out on German civilians.

    Not sure if they have met yet. Might be better if are unacquainted and start discovering the various aspects of the other (given Chantal being subject to something thought a fairy tale, she might have a unique view on Jane, who is kind of a living fairy tale, and vice versa, since Jane knows how it feels to be subjected to something drastically affecting her life and altering her body).
    Sounds good to me. I don't think Chantal is likely to know any of the other PCs prior to the start of the game, although if they've spent time in occupied France then it's at least possible. I think you're right that she and Jane might feel some kinship - she wasn't exactly forced into a life of danger/adventure, but she finds that experience a lot easier to understand than, say, Elizabeth's gung-ho attitude. And there is also the body change angle, although Chantal may have a bit of trouble seeing Jane's transformation into a tall blonde beauty as comparable to her own. She's also going to be a bit bemused by Jane using her real name; isn't she worried about endangering her family?

    Looking at the others... Elizabeth is described as an infiltrator, so she could have encountered or at least heard of Melusine while working with the French Resistance, but I'm not coming up with any interesting meetings off the top of my head... I don't think they're going to get along, at least at first: Elizabeth is an aristocrat, whereas Chantal is very much a country girl, and while they're both patriots they're coming at it from very different directions. (Also, you know, different countries.) She may find Elizabeth's love of excitement and adventure grating at times; this isn't a game, you're not supposed to enjoy fighting in a war. I'm guessing this is going to be a slow-burning disagreement, though, since both of them are very dedicated to the war effort.

    Sparrow spent a year on the run after escaping a Nazi research facility, so she could've wandered into the right area to encounter Melusine, but again, nothing interesting is coming to mind. I am honestly not sure what Chantal would make of Lily. May have to just wait and see what kind of first impression she makes.

    Silver Star is another guy whose volunteerism is a bit perplexing to her - he's an American, he doesn't even have the justification that his homeland is Hitler's next target. Being bulletproof and super-fast does make fighting a lot safer and more convenient, so it's not too much of a stretch... But he hasn't got any personal investment in the war (as far as she can tell), and he's not risking himself that much, so as far as she's concerned his conviction is flimsy and untested. He's probably going to need to earn her respect the hard way.

    Sub-Marina probably makes sense to Chantal, surprisingly. This isn't her fight, but she's a fighter by nature and she was ordered/asked to intervene by her brother the Prince. Much easier to understand than deciding you have an obligation to fight for someone else's country halfway across the globe. They're probably the least, mmm, idealistic of the group. Also, they're both aquatic (though Melusine is more at home in fresh water).
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  12. - Top - End - #12
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    Ridai's Avatar

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    Default Re: V for Victory! (OOC)

    Quote Originally Posted by The_Snark View Post
    Sounds good to me. I don't think Chantal is likely to know any of the other PCs prior to the start of the game, although if they've spent time in occupied France then it's at least possible. I think you're right that she and Jane might feel some kinship - she wasn't exactly forced into a life of danger/adventure, but she finds that experience a lot easier to understand than, say, Elizabeth's gung-ho attitude. And there is also the body change angle, although Chantal may have a bit of trouble seeing Jane's transformation into a tall blonde beauty as comparable to her own. She's also going to be a bit bemused by Jane using her real name; isn't she worried about endangering her family?
    Sounds good. Won't get into more detail here to save things for the actual game, but looking forward to discussing those topics IC.

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    RedSorcererGirl

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    The IC is up! Come on in.

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    Default Re: V for Victory! (OOC)

    Ridai, I don’t see Elizabeth as an “in your face” combatant from the get go. She’s more the sneaking in person, who lays traps and explosives then get’s ‘caught’ on the way out where she then has to fight her way out. Of course she then presses the button to blow up the Nazi lab/super weapon/compound at the most dramatically appropriate moment.

    I like the idea of them fighting together side by side at some point, though it’d probably be on the way out of blowing up a Nazi compound. Elizabeth would have no problem using guns or swords and fists while doing it. Then at some point she’ll push her remote trigger and start swearing when the explosives don’t go boom. Then simply starts fighting her way back into the compound to set a manual timer with Jane following, because, well she’s nice that way. They have some shenanigans with zombie Nazis (they’re bloody everywhere) inside the compound before fighting their way out again, just leaving the compound when it explodes behind them. They then companionably stroll off through the myriad of downed soldiers, burned out vehicles and wrecked buildings. Then Elizabeth liberates a car and volunteers to drive. She is quite possibly the worst driver in the world, using mainly the gas pedal and handbrake to barrel towards her destination, which might please the spirit.

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    Default Re: V for Victory! (OOC)

    Ah, in that case, the dynamic is probably best summarized as Jane merrily getting drawn into Elizabeth's shenanigans, often serving as a (heroic) distraction to what Elizabeth is doing or contributing the right tool at the right time, until things to entirely sideways and it is time for fisticuffs. The driving part is amazing, Jane was probably busy fighting off pursuers (having a very hard time because of Elizabeth's horrendous driving; and of course there are always pursuers ), only to watch Elizabeth accidentally take out at least half of them (due to her horrendous driving, with the Spirit of Adventure! probably holding their car together. That or Jane's prayers to get out of this alive).

  16. - Top - End - #16
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    Zombie

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    I likey! Consider it a date!

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    Has anyone else seen The Crown? Such a good series.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

    Rick Venture avatar by kpenguin, his GM.

  18. - Top - End - #18
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    What does Marina know about vampires? Expertise: Magic (1d20+2)[3].

    Edit: NOT MUCH.
    Last edited by tonberrian; 2016-12-31 at 01:03 AM.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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  19. - Top - End - #19
    Bugbear in the Playground
     
    Zombie

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    Default Re: V for Victory! (OOC)

    Dunno if it's a magic roll, but I'd like to roll eidetic memory about vamps if not.
    Int roll - (1d20+2)[14] (add 1 if it's a magic roll and another 5 if eidetic memory applies).


    Sidenote, only a few more hours untill it hits 12 over here, so allow me to take this moment to say;
    Merry New Year! Hope everybody has a wonderfull and safe year's end.

    Edit; well that roll should get the basics at least. So I'll get a post up with those.
    Last edited by Chivy; 2016-12-31 at 12:32 PM.

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    RedWizardGuy

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    Hmmm... I do have eidetic memory so... vampires: (1d20+6)[15]

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    Tar Palantir's Avatar

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    Let's see if Sparrow speaks French. Technology - (1d20+17)[35]

    EDIT: She speaks the hell out of it
    Last edited by Tar Palantir; 2016-12-31 at 02:54 PM.
    Thanks to Thormag for my Legion avatar.

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    Lily Nightingale, a.k.a. Sparrow, in V for Victory (OoC)

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    RedSorcererGirl

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    Default Re: V for Victory! (OOC)

    So, we've just had our first scene transition (and I apologize for the railroading, it will lighten up once you're on the ground across the channel. ). As this is a bit of a globe-trotting game, these are going to be somewhat frequent. So, as people are going back and forth between the stuff at the lab and introducing themselves on the road, I figured I'd float an idea from another game I'm in.

    Namely, to have a Discord channel for in-game conversations. Entirely, 100% optional, entirely fluff and RP. Nothing important, just a place for the in-betweens, the quiet moments, the transitions. Banter, "meanwhile, back at the base" conversations, etc.

    Just as an example, in the game I'm cribbing the idea from, we discovered the location of the bad guy's lair. He's keeping a bunch of children under his thumb as workers and slaves, so we stopped by a candy shop to grab sweets to bribe the kids with. All the lair stuff went in the main thread - the candy shop, which could have just been "you buy candy on the way", and wasn't actually important, was done in the Discord thread, and ended up being a very cute scene.

    Any interest? Or are y'all good with one thread?
    Last edited by Red_Jenny; 2017-01-03 at 09:07 PM.

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    RedWizardGuy

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    Default Re: V for Victory! (OOC)

    Well this definitely falls under the heading of "try it out once." And from the sounds of it this could be fun.

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    Bugbear in the Playground
     
    Zombie

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    It looks like most of us are active(ly) (present) on discord, so looks like it's worth a shot. I'm fine with it.

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    Sure, willing to give it a shot. We seem to have had something like that happen with the on-the-road introductions some people have done, could continue from there.
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    Sounds good, but... most of the activity on Discord seems to happen when I'm asleep due to time zones. This isn't an issue on here, but there have been multiple times where I woke up to 50+ unread messages in Discord. I've been involved in things where there was banter in a chat and it usually ended up with me being the one left out as whole scenes started and resolved while I wasn't on (in one case, it extended to the thread as well, leaving my character as the one left out).

  27. - Top - End - #27
    Bugbear in the Playground
     
    Zombie

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    Default Re: V for Victory! (OOC)

    Well that might be a problem, but it looks like you're my next door neighbour (country-wise), so I'd have that same problem (assuming all the others are at GMT -6 through -10) So at least we'll have each other
    I'd still like to give it a shot though, if it turns out that it leaves people out we'll just have to revisit it.

  28. - Top - End - #28
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    Ridai's Avatar

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    Default Re: V for Victory! (OOC)

    Quote Originally Posted by Chivy View Post
    So at least we'll have each other
    Elizabeth's and Jane's eyes meet in the truck and there is a shudder of excitement from the universe. A cold shiver runs down Jane's back dreading that her love triangle is about to become a love rectangle.

    I'll try the Discord banter out, too (in a high school M&M game I'm in, we have a "Common Room" thread for that sort of banter as well as side stories, so this concept in general does work out).

  29. - Top - End - #29
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    I have no objections to Discord conversations.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

    Rick Venture avatar by kpenguin, his GM.

  30. - Top - End - #30
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    RedSorcererGirl

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    I wiped myself out writing up a big post for another game. I promise on the soul of some relative I don't like all that much that I will get a response up in the morning to keep things rolling. Once more, loving what's happened so far.

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