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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Avalon Academy OOC

    Player Character Defence Toughness Fort Will HP/Luck Initiative
    OutofThyme Colin Hughes aka Airgetlam 8 8 8 8 0/0 +8
    Llyarden Adrien Zhey 6 10 6 10 2/0 +0
    Dorni Anthony Stevens 6 10 10 6 1/1 +0
    zzzzzzzz814 "Claire Thomas" aka Incredigirl 7 9 5 11 1/0 +0
    Quellian-dyrae Kelly Albion aka Streamer 12 4 8 8 1/3 +15
    Thokk_Smash Marcus Roland Bedivere Dorn aka Anima 6 10 6 10 0/1 +16

    Current IC

    Spoiler: House Rules & Miscellany
    Show
    Dodge/Parry
    Both are being consolidated in to a single 'Defense' stat at the cost of 1/rank. There's no reason being Defence-shifted should cost more than being Toughness-shifted and when was the last time you saw anyone with unequal Dodge/Parry anyway?
    EDIT: Obvious rules patch - both Fighting & Agility contribute to the Defense stat
    Alternate Resistance
    Toughness, Will & Fortitude are all considered +0/rank resistances (Unless coming from a Power Stunt or built out of a Variable). Everything else will be considered on a case by case basis. Of specific note is Alternate Resistance:Defense which for +1/rank allows the targeting of the Defense stat, however it is not effected by Vulnerable/Defenseless or by the use of All-Out Attack.
    Assessment
    Works as follows: One degree of success against an opponent gives you their PL, two degrees gives you any trade offs they might have and three degrees you learn if any stats are below PL limits, absent, or immune
    Tradeoffs
    No more than +/- 50% PL.
    Skills
    No more than +5 ranks of a skill can come from an Array slot or built out of a Variable. This is mainly to stop a couple of ranks of Variable (with a Limit no less!) making someone an instant expert in everything and potentially overshadowing someone at their own specialisation. Still this one is mainly more of a guideline than a hard rule, I might make exceptions with the right justification.
    Healing
    The Healing power heals one condition if its check succeeds, plus one additional condition per two degrees of success beyond the first. Restorative healing cures one point of weakened traits per point of success on the Healing check that does not go to healing damage, to a maximum equal to the power's rank. The total healing received by a given target is halved, rounded up, if that target has failed a resistance check against the type of attack being healed (so Damage for base Healing, Weakens for Restorative) since the end of the healer's last turn.
    In addition, rather than healing worst condition first, the power first heals Dying, then heals each Bruise individually. Then it downgrades Staggered to Dazed. Then it removes the Dazed condition. Then it downgrades Unconscious to Staggered, and repeats the previous downgrades from there. The one-round Daze from failing a resistance check against Damage by two degrees isn't affected by the healing, it's just a brief side effect of being hit that hard, but if a target takes such a Daze while suffering a lingering Daze from getting Staggered downgraded by this power, it returns to Staggered instead.
    Area
    Targeted is a valid variation on any of the existing Area extras, replacing the Dodge Save for half with attack rolls against everyone affected.
    Spoiler: Downtime Actions
    Show
    Between missions, each PC has the opportunity to take Downtime Actions. They'll generally receive between one and three each mission, depending on the amount of downtime. A Hero Point can be spent to gain another Downtime Action, as a sort of Edit Scene function.
    Downtime actions will generally require some sort of check, depending on what you are trying to achieve. How much you accomplish will depend on the degrees of success on the check. Powers and Advantages may also open up possibilities for Downtime Actions that other characters might not be able to take (Quickness, for example, wouldn't let you take more Downtime Actions, but would allow you to take actions that would normally be a process of months or years rather than days; similarly, a Precognition or Postcognition power may allow you to learn the answers to questions that other PCs couldn't).
    There are three main types of Downtime Actions:
    Immediate Actions
    Things like learning the answer to a specific question, accomplishing a specific task, and other short-term, one-time things are immediate actions. They are generally similar to Edit Scene and Inspiration uses of Hero Points. You make a check to determine if you succeed. In some cases, where enough persistence will lead to eventual success, you can spend one additional Downtime Action per degree of failure to treat the attempt as a success. With additional degrees of success, you will receive some additional benefit as called by the GM.
    Special Immediate Actions: You may spend one Downtime Action to use the Inventor, Artificer, or Ritualist Advantages without bothering with the exact time. You may still only use one such temporary power in any given scene. However, you may "stockpile" such options, and select one at the start of a later scene, expending its free use. If you wish to select from your stockpile in the midst of a scene it costs a Hero Point.
    You may spend one Downtime Action to retrain up to five PP worth of traits, shifting them to something else. There is no check required.
    Extended Actions:
    Extended actions are those that will take prolonged amounts of time working towards the goal. Extended actions will require a specific number of total degrees of success before they are complete. Some may also include milestones that provide a partial benefit before the task has been fully accomplished. Degrees of failure past the first will deduct from accumulated degrees of success.
    Indefinite Actions
    Indefinite actions don't have a set endpoint; they provide some manner of benefit which constantly accumulates. A running tally of degrees of success is kept, and those degrees can potentially be spent to gain some benefit or offset some complication. Some indefinite actions will provide more immediate, concrete benefits for their degrees of success.
    Special Indefinite Actions: You can spend your Downtime to improve an NPC; training them, building them devices, etc. Once you do this, I'll get an official stat block made for the NPC if I don't have one already. The DC will generally be 5 + 2 * the NPC's PL, and each degree of success will give them one PP. You can't bring an NPC's PL or PP total above your own. This doesn't make the NPC a Sidekick, Minion, or the like, but if circumstances come up where they're involved in a scene, they'll be better able to assist or defend themselves. If the NPCs PL is at least two lower than yours, you can spend two degrees of success to raise it by 1 directly, up to a maximum equal to the average of its original PL and your PL. This won't provide more PP or immediately increased stats; those still have to be trained up normally. This will increase the DC of further training.
    You can use your Downtime to improve an Installation. The DC will generally be 10 + the Installation's current effective EP. Each degree of success grants the Installation 1 EP. You don't have to spend your own PP buying Equipment ranks to do this, even if you own the Installation.
    If you're really, just, super boring, you can spend two Downtime Actions to gain one Hero Point.



    Anthony: Fine
    Kelly: Fatigued/Bruised x1
    Airgetlam: Fine
    Adrien: Fatigued
    Incredigirl: Fatigued
    Anima: Fine

    Tentacle 1: -1 Toughness/Incurable Bruise x3/Bruise x4 INCAPACITATED
    Tentacle 2: Staggered/Incurable Bruise x2/Bruise x1 INCAPACITATED
    Tentacle 3: Disabled (DC20)/Dazed&Vulnerable (DC16)/Incurable Bruise x2/Bruised x2
    Last edited by Dodgeson; 2019-05-14 at 12:44 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: Avalon Academy OOC

    Spoiler: The Worthies
    Show
    The Worthies are Britain's premier hero team, paid for and answerable to the government, their origins can be traced back to the end of the Second World War where the Special Operations Executive were unwilling to let the extraordinary men and women in their employ simply vanish back in to civilian life, and so they were repurposed in to a superhero team with the Executive stepping forward to monitor superhuman activity in Britain (A role it holds to this day). They are:

    Pendragon
    The defacto leader of the Worthies and latest in a long line of men to hold the title of Pendragon, a former solider, who whilst possessing no powers himself was deemed worthy to become the caretaker of the sword Excalibur and charged with using the blade to defend the British Isles until such a time as the Once and Future King Returns.

    Britannia
    In times of great crisis the spirit of Britain herself can manifest to defend the nation as happened during the Invasion when she took London native Basma Saab as her host and helped rout the aliens with her mighty trident. There's a certain level of controversy around the host but nobody is really going to argue with the spirit of Britain and more concerning is that Britannia has let to leave her host which some say hints at a greater crisis yet to come...

    Gogmagog
    A (half) giant of a man standing at over 8ft tall who takes his name from London's ancient protectors. When not using his immense strength to fight for justice he tends to wander the country putting in charity appearances at country shows and the like, which along with his occasional appearances as a guest judge on tv talent shows makes him easily the most popular and recognised of the Worthies.

    Cobalt
    Lone survivor of a dead universe, a super genius whose last act in their home universe was to build a dimensional portal that shot them across the multiverse just before it was consumed by a great cataclysm. Now they fight to ensure that a similar fate does not befall their adopted home with the aid of suits of powered armour that they have never been seen outside of.

    Lionheart
    A metahuman strongman possessing almost unrivalled strength and durability. Known for his bombastic attitude and over the top personality he's often considered the Worthies' second in command after Pendragon.

    Spoiler: Orgins of the Ambrose-verse
    Show
    Metahuman
    Inborn genetic powers that derive from the presence of an active metagene. Whilst unlike some universes predjudice towards metahumans remains at a strictly personal level it's still something that concerned parents can have their children tested for at an early age (if nothing else it helps to know whether you're going to need to buy more than regular baby gates) but a metagene will usually not manifest itself until puberty unless the child is put under some enormous level of stress. Generally speaking the metagene is inheritable in that the child of two meta humans is more likely to express a metagene themselves although this is no guarntee that they'll have the same powers *cough* Kelly *cough*. In some academic circles they make a distinction between natural metahumans and 'Mutates' those who's metagene activated later in life due to exposure to certain stimuli but the general public don't really care.

    Magic
    Mystic powers, there are more individual schools of spellcraft than could possibly be mentioned in a simple overview, with each school specialising in a number of. Magic users are normally split in to those who are instinctively able to manipulate magic and those who have to study to do so (those simply granted powers by a magical entity fall under a different category).

    Empowered
    Those granted power through either the possession of a potent object or the blessings of a higher power (as mentioned above), this category also covers those who's powers are derived from housing a spirit or other entity often called a Medium or Avatar.

    Ki
    The energy in all living things, at a basic level can provide enhanced physicality like speed, strength and toughness, whilst understanding of the underlying theory of the thing can result in techniques such as pressure point strikes but skilled practitioners have been known to use it for all sorts of things including energy projection and even flight.

    Psionic
    Mind over matter, capable of producing a wide number of effects but it is most closely associated with things like telepathy and telekinesis.

    Skill
    Some people are just that good, this category is largely split between your grim avengers of the night and super geniuses as best exemplified by The Futurist (a genius) and her sidekick partner Mystery (totally a ninja).
    Last edited by Dodgeson; 2019-05-16 at 12:23 PM.

  3. - Top - End - #3
    Orc in the Playground
     
    Flumph

    Join Date
    Apr 2018

    Default Re: Avalon Academy OOC

    Colin Hughes AKA Airgetlam

    Spoiler: Mechanics
    Show

    Abilities

    STR: 0. STA: 8. AGI: 0. DEX: 0.
    FGT: 0. INT: 0. AWE: 0. PRE: 0.

    Attacks

    Fragarach, the Answerer
    Scatter The Autumn Leaves: +8; DC 23 Toughness vs. Damage; DC 18 Fortitude vs. Affliction (Hindered & Vulnerable, Disabled & Stunned, Incapacitated & Paralyzed)
    Dreams of Iron: +8; DC 23 Toughness vs. Damage; +8 Broad Effortless Nullify Magic 8
    Tuatha Whirlwind Strike: DC 18 vs. Toughness for Half Effect; DC 23/19 Damage
    Spear of Justice: +8; DC 23 Toughness vs. Damage; Rank 8 Move Object Effect
    Ultimate Rebuke: +8; DC 23 Defense vs. Damage, DC 18 vs. Fortitude Weaken Defenses
    Searing Blade of Light: +8; DC 23+Multiattack vs. Damage

    Defenses

    Defense (8): +8. Toughness: +8. Fortitude: +8. Will (8): +8.

    Skills

    Acrobatics 10 (+10), Expertise (Current Events, Gaming, Geography, Heroes, History, Magic, Music, Scholastic, Swordsmanship, Sports, Popular Culture) 0 (+12), Insight 18 (+18), Investigation 10 (+10), Perception 18 (+18), Stealth 10 (+10)

    Advantages

    All-Out Attack, Assessment, Contacts, Equipment 1, Improved Initiative 2, Interpose, Move-by Action, Tracking, Teamwork, Well-Informed

    Equipment

    Modern Smart Phone: Cell Phone, Computer, GPS {3+1}.
    Alternate Applications: Camera, Audio/Video Recorder.

    Commlink {1}.

    Powers

    Heroic Training: Enhanced Intellect 12 (Reduced Investigation/Technology/Treatment 12), Enhanced Advantages 1 (Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise), Quirk (Int modifier only applies to one Expertise skill per rank) {6}.

    Fragarach, the Answerer 21-point Array, Quick Change Feature (Summons/Dispels Fragarach as a Free Action) {25}
    Scatter The Autumn Leaves: Incurable Damage 8, Linked Affliction 8 (Resisted by Fortitude; Hindered & Vulnerable; Disabled & Stunned; Incapacitated & Paralyzed); Accurate 4; Limit: [Starter]
    Dreams of Iron: Incurable Ranged Damage 8, Linked Broad Effortless Nullify 8 (Nullifies Magic, Resisted by Will), Accurate 4; Limit: [Starter]
    Tuatha Whirlwind Strike: Selective Burst Area Damage 8, Affects Insubstantial 2, Incurable, Dimensional 2 (Mythic Dimensions); Limit: [Combo]
    Spear of Justice Ranged Incurable Damage 8 Linked Move Object, Accurate 4, Limit: [Combo]
    Ultimate Rebuke: Incurable Damage, Resisted by Defense 8 Linked Broad Weaken Defenses (Resisted by Fortitude) 8, Accurate 4 ; Limit: [Finisher]
    Searing Blade of Light: Multiattack Damage 8, Resisted by Defense, Accurate 4, Incurable; Limit: [Finisher]

    Airgetlam, the Silver Arm {11}
    Tuatha Grace: Regeneration 5, Platform Flight 4
    Call The Wind: Platform Flight 8, Subtle 1
    Sense Magic: Detect [Magic, Visual], Counters Illusion, Magical Awareness 1, Acute 1, Accurate.

    Calculations

    PL: 8. PP: 0/120.
    Abilities: 16. Stats: 16. Skills: 33. Advantages: 13. Powers: 42.

    Spoiler: Complications
    Show
    A Legacy to Live Up To [Motivation: Doing Good/Responsibility]: While Colin found Fragarach in the forests he'd venture into every summer, his main reason for wanting to become a hero (and signing up for Avalon Academy) is because he wants to be a hero. He's got a magical sword, much like his grandfather before him (see below) and he's seen superheroes on the TV. They're awesome, and they help people with their powers. That's all there really is to it, as far as Colin is concerned.

    Michael Hughes/Pendragon I [Relationship]: During World War II, Nazis attempted to steal Excalibur from Britain in a covert mission. By some twist of fate, Michael Hughes - Colin's grandfather - managed to stop them, and decided to take care of the sword himself. This was how the first Pendragon came to be, and Michael had a long and distinguished career as Pendragon, only stepping down to his successor when age had caught up to him and cost him his right arm. Now, Michael lives out his retirement in peace (while collecting a not-too-sizable pension from the government), but has decided to take a little step out to train his grandson. For Colin, learning about his grandfather's exploits changed his life just as much as finding Fragarach in those woods, but the young hero still looks up to his grandfather just as much as ever.

    Colin's acceptance to Avalon Academy was aided by a letter of recommendation from Michael.

    The Fomorians [Enemy]: While Colin has only encountered one Fomorian scout so far, the battle with the agent stretched the limits of Colin's capabilities. He knows that the Fomorians want to find Fragarach, and as it stands, Colin stands no chance.

    The Hughes Family [Relationship]: Aside from his grandfather Michael, the Hughes family isn't too noteworthy. Colin's father, Dr. Rupert Hughes, works as a general practitioner, while Colin's mother, Matilda Hughes, is a school teacher. Colin has an older brother (Victor Hughes), whois currently studying engineering at Oxford. Colin loves his family, and is pretty close to them.

    A Bitter Rivalry [Rivalry/Relationship]: Unlike his parents, Victor Hughes isn't exactly fully supportive of his younger brother's admittance into Avalon Academy. The two of them were there in the woods that day, and it could just as easily have been him who took Fragarach. Today, Victor questions why he didn't take up the sword in place of Colin, and is at least a little jealous of his younger brother. Whether this may become something else as time goes on, however, remains to be seen.

    A Head Held High [Honor/Power Loss]: Colin's never had the misfortune of finding this out by experience, but something about using the blade tells him that being dishonorable in combat might cost him his powers. As far as Colin knows, attempting to use underhanded tactics in any sort of duel would temporarily strip his powers from him.

    Spoiler: Power Descriptions
    Show
    Heroic Training [Skill]: A result of Colin's fairly comprehensive education under the first Pendragon, this represents all his experiences training in the year prior to joining Avalon Academy.

    Colin's Swordsmanship:
    All of Colin's techniques with Fragarach come in one of three forms, a [Starter], a [Combo], or a [Finisher]. Each of them has a different requirements for activation.
    • [Starter]: Can only be used either on the first turn, or after using a [Finisher].
    • [Combo]: Can only be used after a [Starter], or another [Combo]. The same [Combo] cannot be used twice within the same [Starter]>[Combo]>[Finisher] chain.
    • [Finisher]: Can only be used after a [Combo].



    Fragarach, the Answerer [Magic] [Tuatha]: This red-and-gold longsword once belonged to a king of the Tuathe De Danann - Nuadha. After the sword was passed to his successor, it was lost to history, until rediscovered by Colin. While Colin has yet to realize its full potential, he's learned a few moves in the year since taking on the mantle of Airgetlam.
    Scatter The Autumn Leaves [Slashing]: Colin lashes out with an opening set of blows drilled into him, using Fragarach to help pinpoint his enemy's weak spots. Colin prefers to use this, as it presents a chance to end a fight before it even begins.
    Dreams of Iron [Wind] [Slashing]: Colin lashes out with a series of pinpoint blasts of force, aimed in the direction of the arc of Fragarach's slash. While he may appear to merely be slashing at empty space, the vacuum created by this attack can strike at enemies that are away from Colin. Fragarach's own powers to determine truth from lies augments this attack, allowing Colin to nullify magical defenses.
    Tuatha Whirlwind Strike [Wind] [Slashing]: Designed to fight the Fomorians, the Tuatha Whirlwind Strike summons a vicious whirlwind of razor-sharp winds that can reach into the Otherworld and other similar dimensional spaces. This was the first real technique that Colin learned to use with Fragarach.
    Spear of Justice [Piercing] [Wind]: Holding Fragarach like a javelin, Colin can throw the spear at a target, and use his sword like a harpoon to drag an impaled foe in any direction he sees fit.
    Ultimate Rebuke [Slashing]: Fragarach was designed to break through any defense, and Colin has learned the most basic levels of power that allow him to do this. By focusing entirely on destroying an opponent's defenses, Fragarach bends to Colin's will, and will break apart anything that stands in its way.
    Searing Blade of Light [Light] [Slashing]: Drawing forth his will to its apex, Fragarach glows with a brilliant white flame in Colin's hands. While it is difficult for him to focus on holding Fragarach in this state, Colin can strike against slower enemies with Fragarach's full power with more ease than expected.

    Airgetlam, the Silver Arm [Magic] [Tuatha]: A set of glyphs that glow softly on Colin's left arm when Fragarach is drawn, the Silver Arm is representative of Fragarach's original user. Why Colin has these glyphs is a mystery to him, but they seem to complement the powers already granted by Fragarach.
    Call the Wind [Wind]: Colin can call the wind to his aid, allowing him to fly without too much difficulty.
    Sense Magic [Visual]: Shifting the power of Airgetlam to his eyes, Colin can identify magic at a distance with his sight.
    Tuatha Grace [Reinforcement]: A more basic distribution of power throughout his body, this application of magic boosts Colin physically, allowing him to move much faster than physically possible, and healing from injuries faster than humanly possible.

    Spoiler: Description
    Show
    If Colin hadn't got his hands on Fragarach, he would have been a fairly average 15-year-old. He's interested in soccer, hanging out with friends, and watching superhero fights or interviews on TV. Prior to his training with his grandfather, he had the lean build of a soccer player. Today, after a year of training under the former Pendragon, he's been relegated to keeping his wavy dark-brown hair to a short haircut ("Colin, if that hair gets stuck under your helmet, you're going to embarrass yourself."), and dressing fairly modestly ("You're a bloody superhero, Colin, not a fashion star. if you're laying low outside of costume, don't draw attention to yourself").

    As a result of his grandfather's training, Colin is a bit reserved. While he's still very enthusiastic about training at Avalon Academy (the idea of meeting other superpowered individuals is both terrifying and awesome, after all), his grandfather has taught him to always approach every situation with a calm perspective. Colin is patient, and likes to observe before acting - although he does understand that there's a fine line between taking a patient approach and hesitation.

    Colin's costume combines modern sensibilities with some inspiration from the knights that he grew up reading about. A red cape drapes over his left shoulder and across his back, slightly covering the hexagonal lattice of metal plates that adorn his left arm. Colin's right arm and legs are covered with black spandex and similar metal plates that cover only the shins and his right forearm, allowing for some level of protection. To complete the aesthetic, Colin has a dull silver plate over his chest, and wears a visored helmet not unlike that of a knight. His emblem, a golden, downward-pointing sword, is both on the breastplate (right over his heart), and on the back of his cape. Since Fragarach can be summoned at a moment's notice to his hand, Colin doesn't both carrying the sword around with him.

    Colin is surprisingly strong for being a 15-year-old, having spent the past year training under his grandfather for entrance to Avalon Academy. While Colin assumed that Michael Hughes would have let him off easy (given that he's only known him as his grandfather), the former Pendragon and WWII veteran proved his grandson wrong time and time again. As a result of both his grandfather's training and the Tuatha magic flowing through Fragarach, Colin is stronger and faster than should be reasonably expected of a youth of his age.

    Spoiler: Backstory
    Show
    Colin Hughes, son of Rupert and Matilda Hughes, grew up with a fairly average family, with the exception of his grandfather. He and his older brother would often mess around with one another, and loved exploring the woods near the summer home his parents owned in Ireland.

    That all changed when Colin was 13. One day, when the two of them were exploring the woods as usual, both Victor and Colin came across a clearing with a large stone slab. On the slab was a red-and-gold sword, sitting there as if no one had bothered to touch it in centuries. Being the adventurous teenager that he was, Colin - much to his older brother's protests - went to pick up the sword. When he did, a single word echoed through his mind.

    "Fragarach"

    Immediately, Colin passed out. Vincent, understandably freaked out by this, grabbed his unconscious younger brother and brought him back to their parents' house. With Colin sent to the hospital and Fragarach kept in a wrapped bundle, Dr. Rupert Hughes called the only person he knew could deal with this - his father, the original Pendragon. After Colin had returned from the hospital, his grandfather immediately set about to briefing him about his new responsibility. Shocked by his grandfather's revelation about his former identity, and awed by his new responsibility, Colin eagerly agreed to train under his grandfather after school on most days.

    For the next year, Michael Hughes trained Colin in exactly the same way that he'd trained his own successor. While Michael couldn't exactly help Colin master the finer points of Tuatha magic, he drilled Colin on both the basics of using a magical weapon, as well as how to be an effective superhero.

    After a year, Michael saw fit to let Colin out on his first patrol, seeing that his grandson was finally ready. Colin was in the middle of stopping a mugging in a back alley, when an oddly shaped creature barreled out of nowhere, and attacked him.

    Despite spending a year training with one of Britain's most skilled heroes, Colin wasn't prepared to fight anything supernatural in his first night. This was a Fomorian scout - one of the sworn enemies of the Tuatha De Danann - here to retreive Fragarach for his masters. Colin and the scout fought for well over an hour, until Colin managed to seize the upper hand and banished the scout back to the Otherworld.

    Wounded, but ecstatic at his first victory, Colin returned to Michael. To his horror, Michael Hughes realized that his training just wasn't going to cut it. Fighting the supernatural was never his strong suit, and Colin deserved a better education than he could offer. As a result, Michael recommended Colin's admission to Avalon Academy, hoping that they could prepare his grandson for the eventual clash against the Fomorians.



    Color dibs go for Dark Goldenrod, which i hope works on this forum.

    Edit: It does, kind of. I may bold it to help it work better? If anyone has trouble reading it, let me know.

    Edit Dos: Swapped color to Dark Goldenrod because it's seriously bugging me. Goldenrod vs. Dark Goldenrod, for comparison

    Edit The Third: Updated Colin's sheet, as mentioned in the post after El Chandeliero.

    Also, here's a OOC template I'll use for the IC posts.

    Spoiler: OOC
    Show
    Move Action:
    Free Action:
    Standard Action:

    Current Swordsmanship Chain:
    [Starter]: (X turns ago)
    [Combo]: (X turns ago)
    [Finisher]: (X turns ago)

    Current Status:

    Last edited by OutOfThyme; 2019-02-21 at 01:22 AM.

  4. - Top - End - #4
    Troll in the Playground
     
    Llyarden's Avatar

    Join Date
    Jan 2015
    Gender
    Male

    Default Re: Avalon Academy OOC

    Adrien Zhay
    "Anyone can use their powers to hurt people. Only a Hero can use them to make people smile."

    Spoiler: Description
    Show
    Aside from being relatively tall for his age, Adrien can pass quite easily for a normal human teenager - at least, except for his eyes, which have a habit of changing colour depending on his mood. He tends to wear dark glasses to hide the oddity when he's in public, and pretends that his vibrant blue hair is just dyed and gelled. So far it seems to be working - not that there'd be any great catastrophe if anyone figured out where he really comes from; it's more that he prefers to distance himself from his home dimension as much as possible. He doesn't have many happy memories from there.

    He tends to wear casual clothes, affecting a somewhat dishevelled look as part of his stage persona that carries over to his normal life to some extent. He doesn't have a costume or any real 'hero identity' as yet; his few ventures into heroics have been rather impromptu and unplanned.

    Spoiler: Slightly Large Picture
    Show


    Spoiler: Background
    Show
    To the people on Earth who feel it necessary to organise such things, Adrien's home dimension is known as Dimension X3E2S. (He has no idea how their ordering system works, and doesn't really care.) Once, it was a beautiful place; an ancient psionic artifact had formed the core of the Earth of that dimension, creating a powerful resonance that bestowed psychic abilities to all its residents. Unfortunately, Adrien doesn't remember much about that time.

    When he was just one year old, a small group of conspirators from that Earth's America, led by a high-ranking military official, managed to get to the artifact at the Earth's core. They'd hoped it would give them the power to unify the entire world in peace. They were right - it did give them power. But they didn't use it for peace.

    Led by the man who was now calling himself simply 'The General,' they conquered the world within little more than a couple of weeks - although everyone on the planet had psionic abilities, and psychic duels were the world's most popular sport, there were very few people out there that actually used their powers to hurt and kill. Once their Earth was under their control, The General and his accomplices bent their formidable psionic might to enslaving all the mighty forces of that dimension, ranging from galaxy-spanning empires to unknowable forces. Each was a potentially world-ending threat, and each fell to The General's power. It soon became clear that The General had designs on far more than his home dimension.

    What little resistance was left realised they had to stop The General before he conquered all the dimensions as he had theirs. Everyone brave enough to stand up against the near-omnipotence of The General made their way to the artifact, using the same passage that had once been used by The General himself, half a dozen years prior. Their plan had been to destroy the artifact - and thus remove the psionic resonance that both they and The General depended on from the world.

    But there was one thing they hadn't considered. In half a dozen years, what little was remembered of The General's old life had been subsumed under hate and fear. No-one remembered that he and his terrible Council had once been well-meaning individuals. The artifact stirred the same darkness in the would-be resistance as it had The General.

    Only a dozen or so managed to resist the lure of the darkness. And as the resistance fell upon itself with savage fury to win the power of the artifact for their own, those dozen quickly discovered that their powers were insufficient to so much as scratch the ancient psionic device. A new plan was quickly formed: to use the power of the artifact to send the artifact itself - and them - into another dimension, creating a dimensional barrier from the outside that would prevent The General ever leaving...and prevent anyone ever saving them. But they had no other choice.

    They knew they needed at least one person on the outside, to keep the artifact's dimensional barrier active. And they also knew that the more people they sent from their own world into the target dimension, the greater the risk of flaws developing in the barrier. It was best that only one person went.

    But one of the dozen who had resisted the power of the darkness was Adrien Zhay - just seven years old. And the one common thing that all of those who had retained their sense shared was kindness and altruism. None of them could bring themselves to suggest he be left behind.

    And so, as the winning faction of the dark-taken rebels charged at the few last heroes of their home dimension - and minions of The General teleported in, a few minutes too late to stop anything - the hero who would become Cobalt activated the artifact.

    Having never really known peace in his home dimension, Adrien was...unfamiliar with the world he showed up in. After some hurried explanations from Cobalt to various authority figures, it was resolved that the psionic artifact should be kept under heavy guard at Avalon, while the matter as a whole should be suppressed. And so Adrien was quietly slipped into the register of a local orphanage, where he was soon adopted by Joseph and Samantha Cook (much to the protestations of their daughter, Mira.)

    Being the only one in the family with powers - even at the young age of seven, he had a reasonably good command of his abilities - Adrien always felt like a bit of an outsider. His adoptive parents did their best to help, of course, but some differences weren't reconcilable between his home dimension and this one.

    Like superheroes, for example. Back in Dimension X3E2S, everyone had powers, so the idea of certain people stepping up and using their powers to protect others was...a weird one, to put it mildly. Adrien had been taught enough about the old ways of life in his home dimension to know that that was what the police were for. But here it seemed that superheroes were different to the police. The confusion didn't stop Adrien finding them awesome, though. (It probably helped that Cobalt was quickly inducted into the Worthies.)

    His musical career was...mostly unintended. He'd always been a bit of a show-off with his powers (despite Cobalt's best efforts to train him otherwise), and so on the last day of primary school, when he, his classmates, and all their parents had adjourned to the nearby park to relax, he broke out a portable keyboard and put on an impromptu concert, using his powers to provide the special effects. Parents being parents, most of them had phones and cameras at the ready, and one of those recordings made its way onto YouTube (without the permission of Adrien or his parents, it should be noted.)

    It took less than a week for a talent scout to track Adrien down. It took even less time for Adrien to accept the scout's offer.

    Joining Avalon Academy, a few years later, was only marginally less impulsive. Adrien had, once or twice, gotten involved with a minor crime he'd happened to run into - and in the majority of those cases it had been his fame and status that had convinced the would-be criminal to think better of it. That said, Cobalt had taught him how to use his powers to fight, so he was far from defenceless on the rare occasion that someone actually attacked him. And as much as he loves making people happy with his music, being a superhero has been a dream of his since he first learned that superheroes were a thing in this dimension - and a chance to make even more people happy. As far as he can see, there's no downside!


    Spoiler: Mechanics (PL8, 120pp)
    Show
    Abilities (12 points)
    Str 0
    Sta 0
    Agi 0
    Dex 0
    Fgt 0
    Int 0
    Awe 0
    Pre 6


    Skills (2 points)
    Expertise (Music [Pre-based]) +8 - 1 point
    Expertise (Other Performance [Pre-based]) +6
    Expertise (Everything Else) +0
    Deception +8 - 1 point
    Persuasion +6
    Intimidation +6


    Advantages (13 points)
    Attractive 2
    Benefit 1 (Fame)
    Benefit 1 (Performer [Make artistic/creative Expertise checks untrained, Presence-based and with a +5 bonus when actually performing])
    Benefit 2 (Flamboyant Agility [Use appropriate Pre-based Expertise in place of Acrobatics])
    Cool (Music)
    Eidetic Memory
    Equipment 1
    Interpose
    Set-Up 2
    Taunt


    Equipment (5EP)
    Commlink - 1 EP
    Flash Goggles - 1 EP
    Smartphone - 2 EP
    - Alternate Equipment: Video Camera - 1 EP


    Powers (71 points)
    All The World's A Stage... - 20-point array plus 3 alts plus 3 dynamic = 26 points
    -D Introducing The Troupe - Extra Limbs 6 [Sustained], Enhanced Extra (Projection) [Limited: The 'ends' of the limbs are not immune to effects, and Adrien may be targeted normally by targeting them], Enhanced Strength 8 [Limited: Doesn't affect raw damage, Limited: The effective Strength of Adrien and his Troupe is one less than the number of them exerting that strength in unison against the same force], Elongation 6 [Feature: Can use Elongated Extra Limbs to Interpose, Quirk: Extra Limbs only, Quirk: No grab bonus], Quickness 3 [Limited: Only to allow the Troupe to act individually in non-combat situations]
    -D Flying the High Trapeze - Flight 10 [Feature: Can pick up willing/unconscious targets as a free action, Feature: Willing targets can be carried without making contact, Platform], Enhanced Strength 8 [Limited: While flying only]
    -D This Is The Greatest Show - Illusion [All Visual] 8, Environment 1 (Intense Light, Visibility) [Selective]
    - Centre Stage - Enhanced Combat With Style 20, Reduced Alternate Effect 1, Enhanced Deception 5 [Limited: Only for combat uses, Limited: Not when sharing effects with Set-up]

    Combat With Style- 20-point array plus 3 alts = 23 points
    - Firework Display - Damage 8, Linked Affliction 8 (Impaired/Disabled/Unaware, Will) [Limited to Visual], Variable Descriptor 2 (elemental effects), Indirect 2 (from above), Accurate 4 - 20 points
    -- With Centre Stage: Remove Limit on Affliction, Add Multiattack to Damage & Affliction
    - Switcheroo - Teleport 8 [Attack, Change Direction, Change Velocity, Feature 3: If one target isn't teleported, the other can be placed next to the resistant target or not moved at all, Precise, Increased Action, Limited: Other Teleport Target, 6 ranks Limited: DC Increase Only], Enhanced Extra (Multiattack) [Limited: Two targets only], Affliction 8 (Dazed/Stunned/Incapacitated, Fort) [Limited: Only affects teleported targets], Enhanced Extra (Multiattack) [Limited: Two targets only], Accurate 4
    -- With Centre Stage: Remove all Multiattacks and Accurate, Add Burst Area & Selective to Teleport & Affliction, and add Cumulative to the Affliction
    - Magic Box - Deflect 8 [Reduced Range], Linked Concealment 4 (All Visual) [Affects Others, Concentration, Limited: Doesn't conceal position], Teleport 2 [Attack, Feature: Can also target self, Feature: Target chooses destination, Reaction: Deflect expires, Limited: Only if no attacks hit during between activation of the Box and the start of the target's turn], Feature 2 (Limit on Concealment is removed if the Teleport occurs)
    -- With Centre Stage: Add Burst Area & Selective to Deflect & Concealment, and one more rank of Teleport.
    - Shine The Spotlight - This Is The Greatest Show gains Quirk (Illusion 'remembers' the rank it was created at and loses ranks if the power reduces in rank, but doesn't gain ranks if more ranks are added) and Linked Variable 3 (Augment Existing Traits) [Subtle 2, Affects Others Only, Quirk: If someone sees through the illusion, the Variable effect is only Subtle 1 (Psionic senses or senses appropriate to the augmented traits), Quirk: Each instance of an illusion linked to a Variable loses one rank at the beginning of Adrien's turn, and deactivates if it reaches Rank 0]

    Eternal Optimism - Immunity 5 (Emotion effects) [Limited: Negative emotions only] - 3 points

    No More Smiles - 6 points

    Nothing's Real In Show Business - Feature 1 (Accident complications cannot be invoked against Adrien due to use of his powers, except for his own Improvisation complication). Immunity 1 (Own Powers) - 2 points

    Psionic Barrier - Protection 10 - 10 points

    Trapeze Artist - Movement 1 (Safe Fall) [Limited: Only falls of distance rank equal to current Flight rank, even if Flight is lost from Platform flaw] - 1 point


    Defences (22 points)
    Defence 6 (6 points)
    Toughness 10
    Fort 6 (6 points)
    Will 10 (10 points)


    Spoiler: Powers
    Show
    All of Adrien's [Extradimensional] [Psionic] powers are half Extradimensional and half Psionic; nullifying only one of those descriptors only weakens his abilities. This doesn't apply if the nullifying source is itself from Adrien's home dimension; a Nullify Psionic effect from such a creature works on Adrien normally.

    All The World's A Stage... [Extradimensional] [Psionic]
    - Introducing The Troupe [Telekinetic] - Adrien can conjure what he likes to call his 'troupe': a group of up to half a dozen anthropomorphised, slightly cartoony animals, about the same height as him. They don't just pop out of thin air, but rather emerge from under tables, through windows, and so on, as if they'd been there the whole time, and leave in a similar manner. Being manifestations of Adrien's psionic energy, the troupe can be attacked, and significant blows of force dealt to them give Adrien a rotten headache. When working together, the telekinetic energy that powers them combines to create a significantly greater force than the mere sum of the individual members of the troupe, and they have enough semi-sentience that they can do one thing while Adrien does something else.
    Adrien's Troupe occupy squares on a map just as though they were characters. They can be attacked and damaged using Adrien's defences, and can be moved around within their current Elongation range as a free action, as normal for Elongation. Assuming he has enough Quickness active, the Troupe can function as individual characters outside of combat, each taking on a different task. Each of them has Strength 0 when working alone; when two of them work together, they combine to have Strength 1 each (Strength 2 total). When three of them work together, they have Strength 2 each (Strength 3-and-a-bit total). This continues all the way up to all seven of them working together at Strength 6 each (Strength 8-and-a-bit total, rounded down to 8). Adrien is considered to be part of his own Troupe for this purpose.
    - Flying the High Trapeze [Telekinetic] - Like most psionic folk, Adrien can use telekinesis to fly. Unlike most psionic folk, this doesn't manifest as just floating in the air, but rather as something dropping down from the roof (or sky) and whisking him around. It's normally a literal trapeze, but it's been known to turn into a floating hoop or just a boring old rope. While suspended in this way, Adrien can whisk people onto the trapeze without slowing down, and since it's not actually him physically carrying anyone, he can support a significant amount of weight using this power. Of course, since he's just hanging on to a construct of telekinetic force rather than actually supporting himself - and tends to show off precariously when he's flying around rather than being sensible and hanging on to the darn thing - he can quite easily be dislodged.
    - This Is The Greatest Show [Light] - Manipulating light around him allow Adrien to create fairly convincing illusions to distract people (or to add a little pizazz to his shows), as well as letting him create spotlights.
    - Centre Stage - Adrien is a showman first and foremost, and though he's perfectly happy to support his teammates, sometimes you just have to become the centre of attention. By devoting his full psionic powers to himself, instead of all his stage effects, Adrien can boost his own powers to higher levels.
    When this slot is active, Adrien loses access to his Shine the Spotlight power.

    Combat With Style [Extradimensional] [Psionic]
    - Firework Display [Light] [Varies] sometimes [Mental] [Compulsion] - Everyone loves a fireworks display! Having one right above your head can be a bit distracting, though. And can set your hair on fire. Adrien can launch fireworks into the air to drop down and explode just above a target for a reasonably significant amount of damage. Despite the name of the power, since fundamentally it's just a psionic manipulation on his part, Adrien can make the 'fireworks' detonate in blasts of ice, darkness and all manner of other unexpected things. At full power, he can launch a much wider spread of fireworks and cause such a distraction that his targets can't focus on anything but the show.
    When Centre Stage is active, the Affliction gains the [Mental] [Compulsion] descriptors.
    - Switcheroo [Teleportation] [Disorientation]- Adrien can cause two people to swap places - whether they want to swap or not - up to and including teleporting an ally out of an enemy's grab and a second enemy into it. (Which, admittedly, generally isn't very useful since the first enemy can just let go, but it's certainly entertaining.) And by making the journey a little rougher, Adrien can leave his 'passengers' feeling rather nauseous. At full power, he can switch a lot more than just two people around.
    The Affliction is the only part with the [Disorientation] descriptor.
    - Magic Box [Telekinetic] [Light] [Teleportation] [Telepathic]- The typical magic-show trick, Adrien can conjure what appears to be a wooden box around an ally. And as everyone knows, no matter what the people outside the box do, when the box opens, the occupant is completely unharmed. Well, that's the idea, anyway. In another display of his powers having some degree of sentience of their own accord, the boxes follow their charges around, and can (in another standard magic trick) teleport their occupant out of the box entirely. At full power, Adrien can hide a massive number of people within magic boxes, which might even make an unintelligent target forget who's in which box!
    The Deflect is [Telekinetic], the Concealment is [Light], the Teleport is [Teleportation] and its Feature is [Telepathic], and the fact that the effects stay in place even if the target moves is [Telepathic]
    - Shine The Spotlight - With a few psionic nudges - and, of course, some special effects and a spotlight - Adrien can boost the power of his allies to greater heights, allowing them to perform feats that they wouldn't otherwise be capable of. While the special effects are (of course) quite obvious, the actual augmentative nature of Adrien's powers isn't (at least, to everyone but the beneficiary). A 'minor' side effect of this is that the boosted ally's outfit becomes much more flamboyant and showy. This...may have caused some irritation once or twice.

    Eternal Optimism [Skill] - Most people, after having to flee their home dimension because of it being taken over by an insane (and insanely powerful) psion and his murderous army, being completely alone in a new world, and realising that they themselves have the same evil in them that led to their world being ruined, would be a little downbeat. Not so for Adrien; his natural optimism has only been reinforced by the tragedies he's gone through, and after everything he's been through, there's very little that can scare or upset him. Of course, that's not to say that he can't feel sad, or angry, or afraid, of his own accord, but he's all but impervious to any attempt to instil such emotions in him by an outside force.

    Nothing's Real In Show Business [Skill] - In an attempt to help him control his dark side, Adrien has learned to be very careful when he uses his powers (which is part of the reason that so few of them are purely offensive in nature.) It's debatable whether or not it actually helped or just made the problem slightly different, but either way, he uses telekinetic barriers to make sure he doesn't accidentally destroy a building or something when he's trying to blast a bad guy. It's a quite impressive demonstration of psionic power and control if anyone actually thought about it too much...and one that his dark side has absolutely no interest in mimicking.

    Psionic Barrier [Extradimensional] [Psionic] [Telekinetic] - Adrien subconsciously protects a psychic barrier of telekinetic force around himself that blunts or displaces attacks.

    Trapeze Artist [Extradimensional] [Psionic] [Telekinetic] - When you spend a lot of time balancing precariously on a flying trapeze made of telekinetic energy, you get good at not going splat if you fall off. By using his telekinesis to slow his fall, Adrien can land safely even from great heights.


    Spoiler: Complications
    Show
    A Smiling Stage (Motivation: Doing Good/Thrills/Responsibility) - Adrien strongly believes that heroes should be more than just a superpowered police force. People shouldn't just feel safe when a Hero flies past, they should feel happy. As such, he tends to behave in an extremely 'heroic' manner, especially when he's in public. It would be a little uncharitable to call it an act, but he's definitely a little more flamboyant and bombastic than normal when he's in the spotlight.

    Pop Idol (Fame) - Now, being a famous teen artist has its perks. Adrien gives most of the money he makes from gigs to charity, but even without the financial benefit, he's definitely managing to live pretty well (though since Avalon Academy is a boarding school, his fancy house isn't going to be much use to him.) Of course, it also has its downsides. Adrien has to regularly change phone numbers because people keep finding his out and calling him, he's generally followed around by paparazzi waiting for him to do something front-page-worthy (they have thus far been disappointed), and getting any real degree of privacy is...difficult. Sometimes he's found himself wondering whether or not even his close friends actually like him as a person or as a music star.

    Don't Leave Me Alone (Phobia) - When Adrien arrived on Earth, he was seven years old and completely alone - except, that is, for the dark presence prickling in the back of his mind (I mean, okay, there was also Cobalt, but Cobalt wasn't exactly a big presence in his life). He was fortunate that he arrived in Avalon Academy, where this sort of thing was not unheard of. He has a loving family (albeit one that has become somewhat distant ever since Adrien's meteoric rise to fame) and a place to belong, but that doesn't stop him being scared that one day he won't. His phobia isn't crippling, and he's perfectly capable of being on his own somewhere - as long as he feels confident that he can find another person by picking up his cellphone, or walking out of his room. If he's ever, truly alone, he's not likely to deal with it very well.

    The Darkness In Men's Hearts (Secret / Temper? / Obsession) - Transitioning into his dark side is not a subtle affair. Adrien's eyes blaze red and wisps of dark, frightening psionic energies wrap around him like a cloak. It's not the kind of thing he can just quickly dip into without anyone noticing - and the cruelty that his 'dark self' is capable of scares Adrien quite badly. As such, he tries his best to pretend that that part of him simply doesn't exist; from a logical perspective, he knows that it's far more capable in a fight than he is, but he refuses to allow it to take over unless things look really dire. Unfortunately, it's not quite so simple as just locking it in a little mental box. Certain events - particularly anything that reminds him of the destruction wrought in his home dimension - can potentially cause his dark side to take over, preventing him from switching at will. It's also worth noting that Adrien suspects (quite correctly) that everyone from his home dimension has this 'dark side,' but until he arrived in this dimension he hadn't sensed the alien presence within him. His long-term hope is that one day he might be able to find a way to suppress the dark side of himself - and if he can do it for himself, then maybe he can do the same for everyone still trapped in his home dimension. Needless to say, he can get...pretty dedicated when it comes to tracking down promising leads in this regard.

    Improvisation (Accident) - As it turns out, using psionic powers to invest your own abilities with a minor measure of sentience has its drawbacks. Who'd have thought? Adrien's Troupe have been known to go off and do their own thing without him intending it - usually doing something Adrien himself wishes he could but can't owing to his fame and status. For the most part this is just embarrassing rather than actually harmful to anyone, but it does get inconvenient when his Troupe decide that they want to stage an impromptu dance contest when he needs them to go plant a box of fireworks under a bad guy's feet.

    Psionic Resonance (Power Loss / Weakness / Temper?) - Adrien's psionic powers aren't entirely his own. Like all the residents of his dimension, he drew his power from a psionic aura that suffused the entire world, unwittingly powered by the minds of its inhabitants. Earth, by dint of having roughly the same population, has that same aura, but if Adrien is somewhere where that aura is suppressed he might not be able to access his powers. This is also true if he's in an area with a strong aura of a different supernatural source, which can 'drown out' the psionic aura he depends on. In addition, if he travels to somewhere where the psionic resonance is heavily tainted by negative emotions like fear and anger, he can be forced to switch into his dark form (which is powered solely by those energies.)

    A Worthy Mentor (Relationship / Responsibility) - Cobalt is, to the best of Adrien's knowledge, the only other person from his home dimension who made it to this one. He's learned almost everything he knows about his psionic abilities - and the history of his own dimension - from the enigmatic supergenius. And while it's unlikely that Cobalt would ever need Adrien's help, it's certainly possible, especially if someone managed to extricate them from their powered armour - and as something of a display of gratitude, Adrien often finds himself doing little favours for Cobalt, which sometimes come at inopportune times. (Cobalt also gets a free ticket to each of Adrien's concerts. To the best of Adrien's knowledge, they've never attended, but then again, he doesn't know what Cobalt looks like without the power armour...)

    The Rebels of Dimension X3E2S (Enemies / Relationships) - To the best of Cobalt's knowledge, Cobalt and Adrien were the only ones to escape from Dimension X3E2S. But the last few moments they spent in that dimension were...chaotic, to put it mildly. While Cobalt is confident that The General and the majority of his forces are safely locked away from the multiverse, it's entirely possible that others of the last core of heroes, or the dark-turned rebels, or even a minion or two of The General got caught up in the dimensional transfer.

    The Cook Family (Relationships) - Joseph and Samantha Cook adopted Adrien after he arrived from his home dimension, and have raised him for the past eight years. Though he's put some distance between himself and his adoptive parents in a mostly-successful effort to stop them being hounded by the press, he still cares deeply about them. And while he's never been as close to their daughter, Mira - they'd certainly never think of each other as siblings - he's still just as protective of her.
    Last edited by Llyarden; 2019-02-20 at 02:04 PM.
    "Follow the moonwalking Nosepass!"
    "Can you put the lich in a box?"

  5. - Top - End - #5
    Ogre in the Playground
     
    Dorni's Avatar

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    Jul 2005

    Default Re: Avalon Academy OOC

    Anthony Stevens

    HP: 1
    Luck: 1/3
    Status: -

    Spoiler: Mechanics
    Show


    Spoiler: Power Descriptions
    Show
    Strong Fighter [Mutant]: Anthony relies primarily on his sheer strength in combat, but he's also become proficient in grappling and take-downs.

    Mighty Blow [Physical]: Anthony is so strong that he can knock people off their feet or send them flying.

    Powerful Blow [Physical]: Even when Anthony isn't trying to send someone flying, his blows are extremely heavy and can inflict tremendous damage.

    Sonic Clap [Physical]: Anthony claps his hands or slams the ground to produce a shockwave.

    Submission Hold [Physical]: Rather than smashing his opponent, Anthony can use his prodigious strength to disable his opponent, holding them unable to act and rendering them unconscious by choking them out or passing out from pain.

    Throw Something! Anything! [Physical]: Anthony throws something at his foe. As Anthony's throwing relies more on strength than skill, the object in question doesn't really matter, be it a brick, hunk of concrete or even a car.

    (Almost) Indestructible [Mutant]: Like Lionheart, Anthony's body is incredibly tough and can withstand extremely powerful blows. He also has an enhanced healing factor that allows him to recover from most injuries extremely quickly. However, Anthony's powers are less developed than Lionheart's and his resistance to damage can be worn down if a fight drags on.

    Strong Runner [Mutant]: While he isn't a speedster, Anthony's super-strength also allows him to run really fast and make incredible leaps.

    Imprinted Knowledge [Skill]: While his body was being grown in the tank, his creators fed him information in lieu of an education. He has encyclopic knowledge of a wide range of subjects and can speak and read any language that has its origins on earth


    Spoiler: Backstory
    Show
    Anthony Stevens is a clone of Richard Stevens, better known by his hero identity as Lionheart, one of the premiere members of the Worthies. He was grown in a containment pod in a secret genetics lab. He was kept unconscious in a deep sleep while his body developed, but even while asleep his mind was fed information in lieu of an education.

    The Worthies discovered the lab before the clone's develop was complete, believing the lab to be connected to one of their foe's latest schemes. They broke in at night, catching it while it was nearly deserted. They were initially shocked to discover the clone, but realized that in their many battles to defend their country, they'd bled. Alot. In fact, they'd left a lot of blood lying around over the years. There had been plenty of opportunities for someone to get ahold of samples of their blood. Unfortunately, the documents they recovered only referred to the operation as Project Onuava and didn't reveal who they were working for.

    The Worthies released the clone and examined him. He took the name Anthony, and at Gagmagog's suggestion the last name Stevens. After concluding that the clone wasn't a threat, they were unsure what to do with him long-term. They enrolled him in Avalon Academy, as it seemed the best way to both train and keep an eye on him.


    Spoiler: Complications
    Show
    Who Am I? [Motivation - Acceptance]: Sure, most teenagers aren't really sure who they want to be yet, but most teenagers weren't grown in a lab for an unknown purpose. Anthony truly doesn't know what he wants to be and has a powerful need to figure out who he is.

    What Am I? [Motivation - Acceptance]: Is he a hero or just a weapon? Does he even want to be a hero? Are his wants actually his, or were they programmed into him? Does it even matter if they were? Those self-doubts plague Anthony and leave him with a deeply felt if rarely openly expressed sense of isolation. He is vulnerable to emotional appeals that offer him the promise of friendship or profess understanding.

    With Great Power... [Motivation - Doing Good]: While he may not really know what he wants to be yet, he really does feel like using his powers to help people is just the right thing to do.

    Almost Indestructible [Accident]: Between his extreme toughness and healing factor, Anthony is supremely confident in his physical abilities and durability. At times, too much so. Anthony can misjudge his enemies and get in over his head, believing he can take it when no, he really can't.

    You Can Take it, Can't You? [Accident]: Anthony has excellent control over his own strength. Anthony also has the strength to lift a semi trailer with each hand. When he applies that much strength to something not designed to handle it... things can happen. Generally, this isn't a problem. He knows how to hold back so he doesn't bend every fork and break every glass he touches, and in combat he knows how to hold back his strength enough that he doesn't splatter everyone he touches who isn't super-durable. However, combat and heroics sometimes get messy and there's always a chance that he can misjudge. As a corollary, Anthony enjoys fighting super-durable opponents precisely because he doesn't need to worry about this. In play, Anthony shouldn't be at risk of causing accidents in day-to-day activities. In combat or stressful situations where he is pushing himself, the GM can invoke this complication to trigger an Accident from Anthony's overuse of his strength, such as collapsing a floor, smashing a building or causing unintended injuries. This complication can also be invoked when Anthony encounters a group that contains at least one opponent with obviously superhuman durability. Absent an immediate threat to himself or another (something beyond basic combat), Anthony must target that opponent.

    Got In on Recommendation [Rivalry / Reputation]: The fact that he was admitted on recommendation from the Worthies is a complete secret. So, naturally, half the student body knows. That makes him the target of every up-and-coming would-be Hero. After all, if Anthony caught the eye of the Worthies and they can best Anthony, won't that catch the Worthies' attention?

    Uneasy Legacy [Responsibility, Quirk]: Lionheart casts a long shadow as one of the premier members of the Worthies. There's an expectation that Anthony will one day take up the mantle of Lionheart. It's a lot to live up to, and Anthony feels like he's constantly being judged against it. The thing is, Anthony himself isn't sure yet if he really wants to take up that mantle. It's a great honor, but he never set out to take it up and it sometimes feels like it's being forced on him.

    Kittenheart [Temper]: Look, Anthony gets it. He looks like a younger Lionheart, someone (Anthony doesn't know who) thought the name was cute, and somehow everyone seems to have heard about the name from someone. But it just drives him nuts. To him its a constant reminder that he's a weaker copy of the original, like some cheap knock-off. Also: teenage boy. Calling him by that name is a great way to irritate, taunt, or goad Anthony.

    Richard Stevens AKA Lionheart [Relationship]: A mutant manifesting superhuman strength and near indestructibility, Lionheart is one of the Worthies premier members and a paragon of heroism, defending the country and protecting the weak. It was his DNA that was used to create Anthony, making him Anthony's sort-of father. He's taken the discovery of Anthony uneasily. He wasn't prepared for or even thinking about kids and so is awkward and uneasy around Anthony, alternating between wanting to do right by him and wanting to avoid him. Anthony himself is likewise torn between wanting to connect with his "father" and rebelling against being just a copy of him.

    The Worthies[Relationship]: The rest of the Worthies are aware of Anthony's existence and have various takes on Anthony. Gagmagog has taken to Anthony, dropping by on rare occasions and acting like the cool (but busy) uncle. Pendragon is openly suspicious of Anthony, believing that a foe wouldn't invest the resources in creating Anthony without having some kind of plan to use him. Basma Saab seems most interested in using Anthony to needle Richard about kids and dating and... wait, does she have feelings for Richard or does she just like teasing him? Cobalt is entirely distant, having examined Anthony, declared him stable, and then moved on to more important matters. In play, Anthony shouldn't benefit from his connections to the Worthies; he isn't a member, he doesn't have access to their HQ or resources, isn't considered strong enough to help at their level, and he's been instructed not to publicize his connection to Richard. However, his connection to the Worthies means can still get swept up in their plans, such as one of the Worthies occasionally tipping him off about a going-on worth investigating that's more at his level that they either don't have time to look into or don't want to be seen around.

    Worthy Bait [Enemy]: Although his connection to the Worthies isn't especially close, it is still a connection. Targeting Anthony as a means of drawing out one of the Worthies could be a viable action for one of the Worthies' many enemies.

    Mysterious Circumstances [Varies]: GM Chooses one or more of the following:

    Programmed To Obey [Weakness]: Anthony's mind wasn't just imprinted with knowledge - it was also imprinted with keywords that his creators can use to control him. The clone is not allowed to know the extent of his programming and must find out during the game. The clone's mental programming allows for his memories to be erased, so the clone can be used as a mole or henchman while not knowing about it. This can be invoked off-screen by the GM. If invoked on-screen, it is treated as Anthony being the victim of a Controlled condition. He must carry out the command(s) given to him to the best of his ability.

    First of Many [Enemy]: While the Worthies freed the clone and put an end to the lab they found him in, that wasn't the only lab growing clones. The villains have learned from Project Onuava and are growing other Richard clones for use as muscle, but this time with less intelligence so they can be created faster. Because they share the same DNA and appearance, Anthony can be confused with or blamed for the actions of these clones. Additionally, Anthony sees these clones as essentially the same as himself and is reluctant to unleash his full strength against any such clones if he meets them in combat. He may attempt to capture or render them helpless, but he must do his best to protect them from lethal force.

    Clone Invasion [Enemy, Paranoia]: Anthony wasn't created by the villains as a one-off project. He was actually part of a villainous plot to capture and replace a number of Heros and government figures with unknowing clones and control them from the shadows.

    One of Our Own [Enemy]: Anthony wasn't created by the villains at all. Parts of the UK government were concerned about what might happen if the Worthies were killed in one of their many battles and secretly undertook a project to create clones of the Worthies. When their effort was interrupted and the lab destroyed, they decided to bury the project. Some involved in the project strongly disagree with the decision to cancel the project and have gone rogue. They seek to "recover the sample" and use Anthony to restart the project themselves.

    Stop Being Paranoid [Prejudice]: The truth is as it appears - Anthony doesn't have commands programmed into him, he isn't the first of a clone army, and the group that made him has cut bait. However, people don't know this is the case. In fact, other people are convinced that one of those things must be the case. They may refuse to trust him, spy on him, or take other actions against Anthony to prevent their imagined scenario.
    Last edited by Dorni; 2019-04-21 at 01:12 PM.
    Everyone makes mistakes. Our fate and our character is not determined by the mistakes we make, but by how we react to them.

  6. - Top - End - #6
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2019

    Default Re: Avalon Academy OOC

    "Claire Thomas" (Incredigirl)

    HP: 1
    Status: Fine

    Spoiler: Background
    Show
    They truly had never meant to hurt anyone.

    They definitely ought to have said something long, long before things escalated to this point, but they really, honestly, sincerely had never meant even a bit of harm from any of it. They had quite obviously messed up massively somewhere down the line, but looking back at the chain of events it was difficult to pinpoint a singular moment.

    The first contact was the most obvious point of failure. But they had barely even known what they were doing then, where or what they even were. A fragment of a consciousness, drifting in the featureless, thoughtless void between worlds with nothing but hazy memories; dreams of another place, of once being part of something greater, and of some white-hot sundering that had left them here. Alone in what seemed to be an eternity of blackness. But then they found that light: warm, glowing, softly pulsating with thoughts and dreams and life. Someone else, another mind, a reprieve from emptiness! They couldn't resist, they reached out to her, offered a greeting. Perhaps she hadn't understood. Or worse, perhaps she had; they couldn't yet know the effect their native tongue had on the human psyche. But there was a shattering, and they suddenly found themselves lying on the sidewalk in a Bristol suburb with books scattered around them and blood trickling from the back of their head and the side of their face. It was quite distressing that they knew this, because they had no idea what any of those things were.

    Pain. Confusion. Fear. Incomprehensible sensations flooded in overtop of jagged shards of memory. The color green, the taste of chocolate, numbered cubes, Wharton Street, the name "Michelle". They struggled to comprehend, to understand something, anything. Something had broken; they had broken it. They shakily got to their...feet? What were they? What was this? They were a...human, was the word, apparently. They were Claire Thomas, 14, recently finished Year 8, enjoyed comics, games and sculpture. No, that wasn't right. They were a fragment of some lost being, traveled here from the void; Claire Thomas was in pieces, disconnected strands of thought and memory, a consciousness near broken, barely held together by...their presence. They-she?-pressed a hand to their head. What had they done?

    Their reverie was broken by shouts, honking; they had barely even registered their blurry, indistinct surroundings, but they seemed to be surrounded by other humans, tall structures, loud metal things whooshing by next to them. Their (her?) collapse had caused a stir, it seemed; people crowded all around, staring, asking if she was alright and who her parents were, one or two of them holding up phones and recording. And then it happened: there was a massive screech, they whipped their head to look, and time almost seemed to stop. A small boy, gawking at her from the middle of the street, with one of the great metal things careening straight toward him. Through the blood and confusion, several fragments aligned: the boy was going to die. It was over almost before they even knew it had happened; they had pushed through the crowd, they had reached out, extending themselves beyond her fingers...and suddenly, they were in the middle of the street, the boy unharmed behind them, their hand pressing against the (slightly crumpled) car bumper in front of them, and the crowd on both sides standing agape, smartphones out.

    Things quickly spiraled out of control from there. They were picked up and rushed to the hospital, subjected to concerned pressing from family and doctors before they could even process what had happened. "Claire" stammered out the best explanations and excuses they could, piecing together what they knew from context and bits of her memory. It was finally concluded that her head injury had apparently caused some amnesia, but she would recover with time. Meanwhile, the video was quickly spread across something called "the internet" and began to pick up popularity, the tabloids and comment sections gossiping about "Britain's newest powerhouse hero". And it only took a few days after that for the flyer to come, talking about the programs and curriculum of a superhero-training "Avalon Academy" that, for some reason, made their blood run cold. Her parents, of course, were all too thrilled to have most of the application filled out on her behalf (finally, a superhero in the family!) and accept the invitation when it came, and all too busy to listen too closely to their protests.

    And now, Ix (they had finally needed a name to call themselves by, for sanity's sake if nothing else) sat under the covers of a bed that wasn't theirs, bags packed by the door, in far, far over their head, desperately looking up every bit of info they could on superheroes, basic history, human customs and social interaction ("sit-coms" were particularly useful information sources), as they had every night for the past week, hoping beyond hope that they would be able to convincingly keep up the act. There were so, so many times they should have - and almost did, really! - stop and explain the whole thing. But every time, something pulled them back. Some urge, some almost ancient memory, screaming at them to not reveal themselves. Somehow they knew, they knew, that revealing their existence to the heroes at this point would be a disaster, especially after all of this, after the acceptance and the power demonstration and everything. The Worthies would surely assume the worst, would wipe them out - and, most likely, wipe out what remained of the girl's consciousness in the process. Ix couldn't do that. The fear was too much.

    But it was fine! Everything was fine. They only had to do this a little longer, and they had picked a hopefully nondescript hero name to use in the meantime. They would find someone, some lead that their research so far hadn't turned up, someone trustworthy and discreet who could extricate them from the child's mind and repair her, and then they could apologize very profusely for everything, try to repay Claire for her troubles in some way and go. It would all work out.

    Right?


    Spoiler: Character Sheet
    Show
    Incredigirl ("Claire Thomas") (PL8)


    Abilities [18pp]:

    STR: 0 STA: 3 AGI: 0 DEX: 0
    FGT: 0 INT: 0 AWE: 6 PRE: 0

    Defenses [14pp]:


    Defense: +7 (7)
    Toughness: +9
    Fortitude: +5 (2)
    Will: +11 (5)

    Skills [19pp]:

    Deception 14 (+14), Expertise (Superheroes, Sitcoms, Sculpture, Board Games) 0 (+8), Insight 8 (+14), Perception 6 (+12), Persuasion 10 (+10)

    Advantages [8pp]:

    Assessment, Benefit: Wealth 1, Fascinate (Deception), Interpose, Set-Up, Taunt, Teamwork, Uncanny Dodge

    Powers:

    Hastily Gathered Knowledge: Enhanced Intellect 8 (Limited [Expertise]), Enhanced Advantages 1 (Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise) Quirk 2 (Int modifier only applies to one Expertise skill per two ranks) [4pp]

    "Super-Hearing":
    Senses 6 (Detect Minds, Ranged, Acute, Accurate, Extended 1) [6pp]

    "Natural Resilience": Protection 6 [6pp]

    Totally Not Psychic Shenanigans (Array)[10+4]

    -"Really good at reading people": Mind Reading 8 (Feedback) (Subtle 2) [10/10pp]

    "Flight genes":
    Flight 5 [10/10pp]

    -"I was just thinking the same thing":
    Communication 2 (Mental) (Feature: message can be sent in the form of an intrusive thought/idea. Recipient must make opposed Insight check against Deception check from Claire in order to realize that the message did not originate in their own head. Subtle 1) [10/10pp]

    -"Exceptionally clear-minded": Immunity (Mental descriptor) [10/10pp]

    -"Super-Strength": Enhanced Strength 10 (Limited: Non-Damaging) [10/10pp]

    Very Real Superhero Moves (Array)[28+3]

    -"Strong punch, huh?": Damage 8 (Alt. Resistance (Will), Increased Range 2 (Perception) Incurable, Reversible, Limited to targets within melee range) linked to Move Object 5 (Increased Range 2 (Perception), Subtle, Limited to movement away from user, Limited to targets within melee range) [28/28pp]

    -Disorienting "Strike": Damage 4 (Alt. Resistance (Will), Increased Range 2 (Perception) Incurable, Reversible, Limited to targets within melee range) Linked to Affliction 8 (Resisted/Overcome by Will, Dazed/Vulnerable, Stunned/Defenseless)(Extra Condition, Increased Range 2 (Perception), Incurable, Reversible, Limited Degree, Limited to targets within melee range) [28/28pp]

    -"Well, that sure was weird": Affliction 8 (Resisted/overcome by Will, Entranced, Compelled, Controlled) (Increased Range 2 (Perception) Cumulative, Incurable, Reversible, Subtle 2, Limited: cannot dictate actions, only what they percieve; actions must be appropriate to perception) [20/28pp]

    -"What are they doing?": Affliction 6 (Resisted/Overcome by Will, Dazed, Stunned, Incapacitated) (Burst Area, Increased Range 2 (Perception), Incurable, Reversible, Selective, Subtle 2, Distracting) [28/28pp]

    18pp Abilities + 14pp Defenses + 19pp Skills + 8pp Advantages + 61pp Powers = 120pp


    Spoiler: Complications
    Show
    That's Terrible (Motivation: Doing Good): Truly hates seeing others suffering or in fear, and will try to alleviate said pain (and stop who/whatever caused it) if they see it.

    Complicated Feelings (Guilt/Motivation/???):
    Ix feels genuinely bad about what they did to Claire, and is dedicated to righting that wrong, fixing her mind, and leaving. However, they also cannot deny that having a body and experiencing the world feels very good, and they are beginning to dread the day that they finally have to give that up again.

    Imposter (Secret): Claire Thomas is not, in fact, Claire Thomas, but her comatose body being piloted by a fragment of an ancient malevolent eldritch metaconsciousness that was defeated in an alternate timeline by the Worthies and scattered across time and space. Naturally, this would cause some consternation if it came out.

    Totally Real Superpowers (Secret): The media and everyone else believes that Claire Thomas manifested metagene powers of flight, superstrength, incredible resilience, and some advanced senses. However, Claire has no metagene or special abilities of her own; rather, her set of stereotypical hero powers are all merely applications of Ix's telekinetic and psionic abilities.

    Ancient Pain (Phobia): Ix is mistrustful and fearful of the Academy and the Worthies in particular, and is deathly afraid that, if the heroes discover them, they will be destroyed (along with, probably, the rest of their "host's" mind). The being Ix was once part of was defeated in an alternate timeline by the Worthies (with help from the Academy), and they unconsciously retain that memory.

    I Really Do Want Out Of Here (Obsession): Ix is searching for a means to extricate themselves from Claire and repair her mind; there's little they won't do to find a lead on that front.

    Hey There Fellow Kids (Quirk): Though they have pieced together a lot from Claire's memories and research online, Ix is not totally familiar with the intricacies of human society, often being surprised by mundane things or making major faux passes. (It doesn't help that much of their knowledge of normal high-schooler behavior comes from hastily-watched sitcoms.)

    What's This? (Quirk): Though it does help their disguise, Ix has a genuinely relentless curiosity and hunger for knowledge of the world they've found themselves in, and is quite eager to find out and see new things, and talk to new people. This naturally leads them into various less-than-great situations.

    Friendship Cheat Codes (Quirk/Power Loss): Though they are of course quite charming on their own (...aren't they?), at least some of "Claire's" magnetic personality is due to Ix's ability to lightly sense others' intentions/mood via psychic power. If they are unable (or, for some reason, unwilling) to make any use of their psychic abilities, their Deception and Persuasion skills will drop considerably.

    Relationships:
    -Michelle Kalsi: Claire's best friend since Primary School (15, Long dark hair, brown skin, hazel eyes), who manifested superspeed abilities like her mother's two years ago and went to the Academy one year ago. Michelle knew Claire as quiet and reserved; the sudden shift in personality, odd mannerisms and patchy memories ("head injury" can't quite explain away everything) has left her suspicious and concerned.

    -Parents: Clarissa and Oswald Thomas love their only darling child, of course, but they often treat (and think of) her more as a particularly valuable possession and future investment than a teenager. Inattentive and frequently absent coordinating their small advertisement/public relations firm (First Impressions Ltd.), they show their affection more through gifts than anything else. They are, however, quite attentive to how their daughter fits into the future public image of their firm - a sudden metagene development from her was, in many ways, the lucky break they've been waiting for, a chance to worm their way into the select circle of old powered british families that represents the upper crust of the upper crust.


    Spoiler: Power Descriptions
    Show

    Hastily Gathered Knowledge: (Psychic, Eldritch, Knowledge)
    Claire was passionate about and knowledgeable in several subjects before the...incident. Ix has managed to glean much of her knowledge from the pieces of her memory, and has invested research into a few other topics through their own desperate studying.

    "Flight genes": (Psychic, Eldritch, Telekinetic) Ix extends their mental power outwards and uses it to bend space and lift things - including Claire. The real tricky part is getting it to look like natural flight instead of creepy, lifeless hovering.

    "Natural Resilience": (Psychic, Eldritch) Ix creates a thin, nearly unnoticeable layer of psychic energy that blunts and repels attacks. To the outside observer, it looks like naturally tough superhuman skin.

    -"Really good at reading people": (Psychic, Eldritch)
    Ix reaches out and searches through the minds of those unwary, hardly noticeable to any but those but special senses. However, the process is involved and creates a bond that can lead to a nasty mental shock if disturbed.

    "Super-Hearing": (Psychic, Eldritch) Ix can sense the minds of others as warm lights, usually passing off this knowledge as "advanced senses" (which isn't...technically a lie). [6pp]

    -"I was just thinking the same thing": (Psychic, Eldritch) Ix mentally plants a message in the mind of another. If they are careful, the knowledge can be disguised as one of the recipient's own thoughts, hiding the fact that there's a psionic fragment of an eldritch being among them.

    -"Exceptionally clear-minded": (Psychic, Eldritch) Ix can focus and use their power to repel psychic intrusion into Claire's mind.

    -"Super-Strength": (Psychic, Telekinetic, Eldritch) Ix uses psionic power to lift an object, making sure that it looks like Claire (Ix?) is lifting it with her/their strength.

    -"Strong punch, huh?": (Psychic, Telekinetic, Eldritch)
    Human psychology is a funny thing: believing that you're hurt is, as it turns out, nearly as effective as the real thing. Ix psionically blasts the target's mind with illusions of pain and knocks them backwards using telekinesis, giving the sensation of a powerful physical blow. (And they aren't actually hurt, which makes it strictly better than real punching).

    -Disorienting "Strike": (Psychic, Eldritch)
    Ix assaults the target's mind with illusions of pain and messes with their internal balance, vision and other factors, dizzying them.

    -"Well, that sure was weird": (Psychic, Eldritch) Ix subtly plants illusory images in the target's mind, causing them to react to things that aren't there. Hopefully it will be passed off as...luck, or temporary insanity? They hope they won't have to use this one very often.

    -"What are they doing?": (Psychic, Eldritch) Ix can disorient multiple minds at once with illusions and mental pain, though it is quite a bit more taxing.



    Spoiler: Physical Description/Personality
    Show

    Physical Description: About 5'2, pale skin, curly dirty blonde hair cut to the shoulders, large round glasses. Has relatively plain features (save the still-healing scar on her left cheek where her broken glasses cut her) with a smattering of acne, and dark brown eyes. Some claim they flash purple when she's using her powers, but they're probably just imagining things.

    Personality: "Claire" (that is, Ix) approaches most things with an overexcited, earnest, almost bubbly demeanor. They're quite socially outgoing, and will almost never turn down a chance for a new experience or meeting a new person. Paradoxically, however, though they love seeking out social gatherings and meetings they are often rather anxious and stressed while actually in them; they aren't the best at interaction yet, and they are constantly concerned they will make a slip-up and expose themselves as a fraud.

    Their guilt over the entire situation exacerbates this; unlike most with impostor syndrome, they actually are an impostor, attempting to piece together a normal-ish girl from the fragments of her broken psyche. This contributes to a lot of feelings of self-resentment and guilt over constantly defrauding and lying to the very people they wish to befriend. If these feelings pile up in a stressful situation they will run away from it or, if that isn't possible, entirely shut down mentally and emotionally.

    They tend to be something of a doormat, acquiescing to the opinions/will of those more assertive and charismatic, and going with the group opinion out of fear of rejection/drawing suspicion unless someone is being seriously hurt as a result. They quite dislike conflict in general, especially social conflict, and will avoid it when possible.

    Uses "Oh jeez" unironically.
    Last edited by zzzzzzzz414; 2019-04-29 at 11:22 PM.

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

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: Avalon Academy OOC

    Kelly Albion AKA Streamer


    Hero Points: 1.
    Luck Rerolls: 3/4.

    Spoiler: Mechanics
    Show

    Abilities

    STR: 0. STA: 4. AGI: 0. DEX: 0.
    FGT: 0. INT: 0. AWE: 0. PRE: 0.

    Attacks

    Initiative: +15.
    Attack: +12 (DC 19 Damage, DC 14 Effect).

    Defenses

    Defense (12): +12. Toughness: +4. Fortitude (4): +8. Will (8): +8.

    Skills

    Expertise (Cheerleading, Cooking, Current Events, Dance, Gaming, Geography, Heroes/Villains, Journalism, Music, Popular Culture, Scholastic, Sports, Streetwise, Surfing, Tourist) 0 (+15), Investigation 8 (+8), Persuasion 16 (+16), Stealth 0 (+0/-5).

    Advantages

    Attractive 2, Benefit 1 (Make It Look Good), Equipment 1, Evasion 2, Interpose, Luck 4, Move-by Action, Power Attack, Speed of Thought, Takedown 2, Teamwork, Uncanny Dodge.

    With Whips: All Out Attack.

    Benefits

    Make It Look Good: You may substitute an appropriate Expertise skill for Acrobatics or Athletics for purposes of descriptive stunts and miscellaneous checks that fit the Expertise skill (that is, checks for things not defined in the skills themselves, but which might logically use those skills, such as substituting Expertise [Sports] for Athletics to pass or catch a ball). If you have the Attractive advantage, you may elect for its bonus to no longer apply to attempts to deceive or to Deception checks for the listed purposes, in exchange for it now applying to in-person attempts to impress others and Expertise checks made for the listed purposes.

    Equipment

    Modern Smart Phone: Cell Phone, Computer, GPS {3+1}.
    Alternate Applications: Camera, Audio/Video Recorder.

    Commlink {1}.

    Powers

    Fast Learning: Enhanced Intellect 15 (Reduced Investigation/Technology/Treatment 15), Enhanced Advantages 1 (Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise), Quirk (Int modifier only applies to one Expertise skill per rank) {7.5}.

    Martial Arts: Enhanced Strength 2 (Accurate 3, Limited [Combat Purposes]) {5}.

    Speed Fighter: Enhanced Strength 2 (Accurate 3, Limited [Combat Purposes]) {5}.

    Improved Evasion: Enhanced Toughness 4 (Reduced Dodge 4; Limited [Only against Toughness-resisted Area attacks]) {1}.

    Greater Evasion: Enhanced Toughness 4 (Limited [Only against Toughness-resisted Perception Range attacks]) {2}.

    Prismatic Whips: Easily Removable Device {-3}.

    Extendable Energy Whips: Elongation 3 (60'; Quirk [Whips Only]), Feature 1 (The only part of the whips that are physically solid are the handles; the whips themselves are energy projections that can be freely dismissed and resummoned) {3}.

    Reach Advantage: Enhanced Advantages 1 (All Out Attack) {1}.

    Rainbow Energies: Variable Descriptor 2 (Fire, Light, Electricity, Physical, Cold, Force, Magic, and combinations thereof) {2}.

    Streaming: 12-point Dynamic Array, Reduced Stealth 5, Quirk (Cannot receive Concealment from darkness) {8.5+9}.

    Rainbow Race: Flight 12 (Platform, Aquatic, Quirk [Must begin and end movement solidly supported]).

    Rainbow Rush: Quickness 12.

    Rainbow Road: Flight 4 (Platform), Quickness 4, Feature (Can pick up and drop off unresisting targets as a free action), Feature (Don't need to hold on to something to carry it), Power Lifting 4 (Limited [Only for determining platform's carrying capacity]), Quirk 0 (Must add Rainbow Race Quirk, and thereby forego the Power Lifting and Features, if dynamically improving total Flight rank above 12).

    Rainbow Relay: Teleport 3 (Reaction [Immediately after performing a turn-limited action], Precise, Change Direction, Turnabout, Limited [Must have line of sight and line of effect to destination]).

    Rainbow Rage: Enhanced Speed Attacks Array 12.

    Speed Attacks: 12-point Array {12+5}.

    Flurry of Katas: Strength Damage gains Multiattack, Linked Move Object 4 (Multiattack, Reduced Range [Close]).
    With Rainbow Rage: Add 4 ranks, Inaccurate 2, Quirk 2 (Reduced Mass).

    Barrage: Strength Damage gains Multiattack, Linked Affliction 4 (Dazed+Vulnerable/Stunned+Defenseless; Will; Multiattack, Extra Condition, Limited Degree).
    With Rainbow Rage: Remove Limited Degree (Incapacitated+Transformed [Traits to 0]), add Cumulative and Secondary Effect to Affliction.

    Hummingbird Touch: Strength Damage gains Linked Weaken Toughness 4 (Multiattack, Alternate Resistance [Defense]).
    With Rainbow Rage: Add Multiattack to Damage and Broad and Simultaneous (All Defenses) to Weaken.

    Defensive Strike: Strength Damage gains Linked Deflect 12 (Secondary Effect, Reduced Range [Close]).
    With Rainbow Rage: Deflect loses Secondary Effect, 8 ranks gain Burst Area and Selective, add Linked Enhanced Traits 3 (Evasion 2, Instant Up; Burst Area, Selective, Affects Others, Reduced Duration [Concentration]).

    Dervish Dance: Strength Damage gains Targeted Cloud Area, Multiattack, Secondary Effect, Selective, Limited [Must spend a move action moving to initiate or repeat, and movement must take her within range of each target]).
    With Rainbow Rage: Enhanced Extra 4 (Area +2), Enhanced Extra 4 (Area +1, Quirk [Requires Whips], Enhanced Elongation 1).

    Max Speed: Enhanced Streaming Array 12.

    Calculations

    PL: 8. PP: 0/120.
    Abilities: 8. Stats: 24. Skills: 13. Advantages: 17. Powers: 58.


    Spoiler: Complications
    Show
    A Family Business [Motivation - Doing Good/Responsibility]: Kelly comes from an entire family of established superheroes. The ethics of using one's powers to protect the weak, save the innocent, and improve the world were instilled into her from an early age. She both sincerely believes in the job her family has dedicated their lives to, and feels it is her duty to be part of it as well.

    Super Heroes Are Super Fun! [Motivation - Thrills]: ...But beyond that, holy cats are superheroes awesome! They, like, run or fly or teleport or whatever around fighting bad guys and saving cities and wearing cool costumes and the cheering crowds and!!!! Even if her family was totally normal, Kelly would absolutely be down for that!

    Speedster's Appetite [Addiction]: Growing up Kelly was careful about what she ate. But as a speedster, she has a metabolism that just won't quit, and is all too happy to take advantage of it. Kelly loves food, which is good, because she needs something like 10,000 calories a day just to stay healthy and keep her energy up. If she goes a while without eating, she can get jittery and dizzy, not to mention snippy. Thing is, she's developed quite the sweet tooth and is something of a caffeine junky. When she overdoes the sugar and coffee and doesn't get a more balanced meal in, she can set herself up for a sharp and sudden crash.

    The Isolated Daughter [Enemy]: Okay, realistically, it's not super-likely that any of Kelly's enemies will go after her family to get at her. I mean, there's six of them and they're each more powerful than she is. It's just strategically inefficient. The reverse, however, is an option. Both the Arms Dealer, a supergenius inventor who specializes in high-tech superweapons, and the Black Mask, a brutally powerful telekinetic, are laying low, licking their wounds. All recent attempts to start up plots on the U.S. West Coast in general have been quickly shot down by the Albions. But when they hear that their youngest daughter is out of the country, they might target her as a means to gain leverage over her family. Or simply for revenge.

    A Family of Superheroes [Fame/Responsibility]: The Albions are an established family of superheroes who have more-or-less cleared the supercrime out of their home city (and taking a big ol' chunk out of regular crime to boot). Although Kelly is the youngest and hasn't actually done much in the way of personal crime-fighting, she's pretty well-known through them, though somewhat less so outside of the U.S. Still, they're well-known enough that she has some big shoes to fill, and the faculty of Avalon Academy will certainly be expecting her to live up to her family's reputation.

    Can't Move, Can't Breathe [Phobia]: Kelly's all about freedom of movement. She's extremely claustrophobic and likely to panic in tight spaces or confined areas.

    Speed of Light [Power Loss]: Kelly's super-speed is tied to the rainbow-colored light it often generates. Certain darkness-based powers and effects might be able to weaken, counter, or suppress her speed powers.

    Hey! Fun! [Quirk]: Kelly is an enthusiastically fun-loving individual. She'll try new things just because she's never done them before, and can sometimes get distracted from tasks by an enjoyable alternative. Used to accomplishing tasks at super-speed, she tends to get bored easily if forced to wait or perform some repetitive task at normal speed, at which point she may forego it to find something more fun to do.

    A Little Too Quick To Help [Quirk]: Kelly is...a bit too eager to help others. When she sees a person in need, or someone requests her assistance, or the like, her first instinct is to help. She can jump into a situation without much preparation or without knowing all the details of what's going on, if somebody looks like they need a hero's aid. Basically, when people ask for help, she tends to just go by her first impression of things and jump right in, rather than showing caution or suspicion. And as a speedster, she definitely has a tendency to just whoosh solve the problem as fast as she can without considering possible consequences.

    Insatiable Curiosity [Quirk]: Kelly is extremely curious, especially about new people and places. She will absolutely not hesitate to investigate new and interesting things, ask way more questions than some people may be comfortable answering, or ask about or comment on anything cool or weird that she comes across and hasn't seen before or doesn't understand. She is not always super-tactful when doing so, and her mouth can easily move faster than her brain.

    The Albion Family [Relationship/Phobia]: Kelly is the youngest of five children, and both of her parents and all of her siblings are superheroes. See the Relationships spoiler for details.

    While the Albion family are all roughly equal in personal power and actually individually more powerful than Kelly (since they're all established, experienced superheroes and she only got her powers recently), none of the others have anything close to approaching Kelly's personal mobility options (I'd figure them at PL 10, but capping out at like rank 5-6 movement modes), so they're pretty much locked in as city-scale heroes, unable to operate effectively on a national or global scale. And they live in California, so they're over 8,000 kilometers away. Now, Kelly can get to them in a bit over a minute at top speed, so they can easily call upon her for assistance, family obligations, random errands, etc. But she can't whisk others with her with her regular super-speed; she needs to use her Rainbow Trail, which caps at rank 12, so even if she wanted to, she wouldn't be able to pick them up and whisk them over if she needed help - at least, not fast enough to make a difference in a situation dire enough to warrant it.

    Not The Baby Anymore [Rivalry]: While Kelly loves her family dearly and enjoys spending time with them, between both being the youngest and having developed her powers late - after most of the major villains of their city had been neutralized - Kelly's always been something of the baby to be protected. A large part of the reason she wanted to go to Avalon Academy rather than St. Ambrose was to kinda get out of the shadow of her family. She is determined to prove herself as just as good as any of them. She pushes herself hard to meet their high standards, and naturally, she'll do whatever it takes to avoid ever even appearing like she might need their help.

    School Spirit [Rivalry]: Kelly wanted to go to Avalon Academy to kinda get out of the shadow of her family and have an opportunity to establish herself on her own terms. Her siblings are all St. Ambrose alumni, though. Kelly takes her school spirit up a notch or ten when it comes to any sort of inter-scholastic competition against St. Ambrose students. Of course, her having chosen Avalon when she obviously should have gone to St. Ambrose is something of a slight, so there's undoubtedly more than a few St. Ambrose students who would be happy to prove why she chose the wrong school - or even better, prove that she doesn't have what it takes to make it in theirs!

    What Kind Of Monster Would Hurt Something So Cute!? [Temper]: Kelly is a staunch protector of the cute and the cuddly throughout the universe! If she catches someone hurting or showing cruelty to a creature that can in any way be deemed to come across as cute, she is extremely likely to leap to a furious defense! This can mean cute animals, children of most species, and even strange but endearing alien lifeforms.


    Spoiler: Power Descriptions
    Show
    Fast Learning [Skill] [Knowledge]: Kelly is, as one might expect, an incredibly fast learner. She has expert-level skill in a variety of mundane fields.

    Martial Arts [Skill] [Combat] [Physical] [Bludgeoning]: Kelly was trained from a young age to defend herself, and when you learn from superheroes you learn well. While without her powers she doesn't really have the raw damage power to dish out much harm on a superpowered battlefield, she's quite capable of beating down your average thief or thug with no powers on call.

    Speed Fighter [Metagene] [Super-Speed] [Light] [Physical] [Ballistic]: With her super-speed behind her, Kelly attacks far faster and hits significantly harder. Her physical blows are fast enough to cause ballistic damage at this speed.

    Improved Evasion [Skill] [Combat]: Kelly's quick and agile enough to dodge area attacks entirely.

    Greater Evasion [Metagene] [Super-Speed] [Light]: Kelly is so fast that she is able to dodge and block even completely non-physical attacks, or blows that would otherwise be impossible to dodge.

    Rainbow Whips [Device] [Magic]: While all of the Albion family have impressive powers, one of the things that really sets them apart from other hero teams is the enchanted weaponry created by Kelly's mother. Kelly carries a pair of rune-carved silver rods topped with flawless diamonds. When in use, they generate flexible beams of magical energy up to 10m long. They can be connected together at either end, to create a single double weapon (if both diamonds are pointed outward), a shorter staff (if both diamonds are pointed inward), or a single 20m long whip if connected back-to-front. They can also "fire" shots (basically creating only a fleeting energy discharge that doesn't even last long enough for the full whip to extend) up to 20m, detonating into a small firework-like burst on impact. They are enchanted to work together, and both must be carried for either to work. The beams, being composed of magical energy, are...inconstant in their regard to the laws of physics. They can do a lot of physical things and are influenced by physical velocities and such, but they aren't really subject to things like friction and air resistance, allowing a speedster to wield them at tremendous speeds.

    Extendable Energy Whips: The whips can reach up to 10m long, or 20m long as a single weapon, or "fire" shots up to 20m.

    Rainbow Energies: The whips can generate beams of seven different colors, each channeling a different type of energy - fire (red), light (orange), electricity (yellow), physical (green; strictly speaking, this is earth magic, but this is reflected by dealing physical rather than energy damage), cold (blue), force (purple), or raw magical energy (pink). Kelly can also perform combination attacks by setting each whip to a different color.

    Streaming [Metagene] [Super-Speed] [Light]: The main function of Kelly's power, Kelly can move and act at superhuman speeds. While she does so, she glows with a rainbow-colored aura, which trails behind her line a banner when she runs. Because of this display, she calls her power "streaming". The glowing aura, while not quite bright enough to provide illumination, causes her to stand out clearly in darkness, and between it and, well, the fact that she pretty much trivially shatters the sound barrier, while streaming she is utterly useless at stealth.

    Kelly's power is extremely flexible; she can use her speed in a variety of ways, mixing and matching for dynamic options.

    Rainbow Race: Kelly can move at incredible speeds, reaching close to 13,000 kph at a brisk walk. She's so fast that she can run up walls, along ceilings, and over water, and she can convert her speed into prodigious leaps. Her mobility is functionally equivalent to flight in short bursts, although she has to begin and end her movement solidly supported.

    Rainbow Rush: Kelly is able to hasten her thoughts, actions, and perceptions, allowing her to perform up to two hours of mundane work in a single second.

    Rainbow Road: Kelly can focus her rainbow energies into a trail beneath her feet, allowing her to run through the air. She can also scoop up up to 800 pounds of passengers or cargo on the platform to run along with them.

    Baseline, Kelly travels at 10 kph with this power, while also speeding her actions and perceptions to roughly fifteen times normal speed. Naturally, she may shift these totals dynamically by adding ranks of Platform Flight or Quickness from Rainbow Race or Rainbow Rush. When using Max Speed, she can pump extra points from this power into those powers, potentially achieving a maximum speed of 125,000 kph at a brisk walk or performing a day's worth of tasks in a single second. However, the Rainbow Road can't keep up with her full speed; she has to forego its benefits (the ability to hover and bring along passengers and cargo easily) to exceed a Speed rank of 12.

    Rainbow Relay: Sometimes it's less important to cross a great distance quickly than to cross a short distance instantly. Kelly can do either. This power lets her move up to 80m immediately after any other significant action she performs - thus, in general, she can do this up to four times per round; once each along with her standard action, her move action, and each individual array swap (assuming she is swapping Streaming to this power, of course, since it triggers after). Kelly can also do things like slip free of binds and change her orientation as part of this. And if she wants she can zip back to her prior position immediately thereafter.

    Rainbow Rage: Kelly pours her full speed into combat, strengthening her attack powers at the cost of mobility.

    Speed Attacks [Metagene] [Super-Speed] [Light]: Kelly can use her super-speed to execute several advanced combat techniques.

    Flurry of Katas: Kelly's not just fast enough that she can attack multiple times in the time that most fighters could strike once; she's fast enough that she can execute multiple full katas in the time it takes most fighters to attack once, making a flurry of damaging blows and combat maneuvers against one or several opponents. When putting her full speed behind it, she adds more velocity and momentum to every attack, bringing the power up to superhuman levels.

    Barrage: Kelly unleashes a flurry of attacks so fast that they completely overwhelm her opponent, leaving it reeling and off-balance. At her full speed, enough hits will leave her opponent not just senseless, but with its powers and defenses completely overwhelmed and rendered temporarily useless by the sheer volume of attacks.

    Hummingbird Touch: Kelly lightly taps her opponent...a couple thousand times a second. These light taps only amount to about a single super-speed punch worth of raw damage, but the cumulative effect substantially weakens any armor, tough hide, forcefields, and the like that the target may be relying on for defense. At top speed, she also hastens her own perceptions enough that she can precisely pick out pressure points to target, debilitating the target's defenses and causing more severe damage (or causing full damage to multiple targets).

    Defensive Strike: Kelly attacks an enemy while actively defending every ally in 10m. At top speed, she's moving so fast that she's harder to hit as well.

    Dervish Dance: Kelly can rush through a 5m radius area, striking every enemy within with a rapid flurry of blows. This sets up an offensive rhythm; any enemy who she successfully hits she gets a measure of, and can attack again next round as long as she moves near them. If the target remains in the original attack area, the rhythm is even easier to keep up, allowing her to extend the attack an additional round. If she doesn't spend her move action maintaining the dance, her rhythm breaks and any further repetitions are lost. At top speed, she's can expand the base area to as much as 20m, or 40m with her whips (the excess energy she gives off can be channeled into the whips to elongate them further and allow her to cover the full area without needing much actual movement).

    Max Speed: Kelly pours her full speed into mobility, allowing her to make use of two full Streaming effects at once (or to just dynamically mix-and-match twice as many points).


    Spoiler: Description
    Show

    Kelly is a touch over five feet tall, with the slim, toned build of a dancer. Her hair hangs to her shoulders, with prominent bangs, and is...naturally a pale blond, but she has a habit of dying it all manner of bright colors. As a rule of thumb it's generally her normal color about a quarter of the time, rainbow colors another quarter, and some random color or combination of colors the rest of the time. She has big brown eyes, a button nose, and noticeable dimples. She is fifteen years old. The two defining aspects of her wardrobe are "bright colors" and "easy to move in" - she pretty much never wears dark or bland outfits, and absolutely detests constrictive formalwear. If you see her in high heels, check for mind control. Her costume is a white strapless leotard that goes from her upper chest to her mid-thigh, emblazoned on the front with a symbol of seven differently-colored rings interlocking in a circle (the pink one in the center surrounded by the other six), as well as a light pink skirt. She doesn't wear a mask or otherwise conceal her features; secret identities aren't really a thing for her family.

    Kelly defaults to good cheer and honest joy. She's friendly, outgoing, and doesn't generally take herself too seriously. She is proud though, with a strong sense of self-confidence and a burning desire to prove herself. While not immune to pain and despair, she usually bounces back quickly from them, and will usually try to hide them from others, presenting a show of strength even in troubled times. She likes to be doing things, detests sitting around idle or working on repetitive tasks, although she's fine sitting still if she has something to entertain her. And one area where her dislike of repetition doesn't tend to apply is in training, which she approaches with both discipline and passion.

    She can be very excitable and enthusiastic about things. It's worth noting that in particular, she finds superpowers amazing and loves meeting new supers and seeing what they can do. Growing up among a superpowered family in no way diminished her sense of wonder regarding the supernatural. If anything, it only enhanced it, giving her a taste of what was possible and leaving her eager to see more. This is not, however, to say that she doesn't appreciate mundane and natural things as well. Her powers only developed recently, and she knows how much work goes into being able to accomplish great things without any powers on call. She has a deep respect for individuals who can perform amazing feats without any superhuman abilities. One of the things she most enjoys about her new powers is the ability to go anywhere in the world on a whim. She loves visiting other places and seeing new things.

    She can be short-sighted, impatient, and naive at times. She isn't extremely trusting, quite, but doesn't tend to be on guard against deception and manipulation. She does sometimes have something of a childlike demeanor that makes it difficult to get others to take her seriously. She likes having fun and being comfortable, and can sometimes have trouble really taking things seriously. In combat, she's a notorious quipper.
    Last edited by Quellian-dyrae; 2019-02-23 at 02:08 AM.
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    Default Re: Avalon Academy OOC

    Spoiler: Backstory
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    Thirty three years ago, the city of Simi Valley, California became the home of a supervillain known as the Arms Dealer. A supergenius inventor with a mercenary bent, he constructed powerful supertech weapons, selling them to all manner of nefarious individuals and organizations. Perhaps one of the most dangerous things about his operation was that he regularly worked on a commission basis, providing criminals with the firepower to conduct huge heists and crimes in exchange for a cut of the profits. But for a long time, the Arms Dealer was only a rumor - no one had been able to track him down, all anyone knew was that Simi Valley and nearby Los Angeles (which is where a good many of the Arms Dealer's clients took their weapons and did their work) was suffering from a growing rash of crime committed with weapons that local police and even SWAT couldn't hope to match.

    Now, the majority of the Arms Dealer's clients staged their crimes in LA, but the city had its own heroes to stem the tide. Some, though, stayed in Simi, which back then was not so well-equipped. Enter Deacon Albion and Emma Rothschild, two Simi Valley supers. Deacon was a former military man with the classic flying brick powerset. Emma was an artificer, capable of binding magical energies into objects to create powerful magical devices. As the crime wave in Simi grew worse and worse, the two supers stepped up to fight it. At first, they operated independently, not even knowing much about each other aside from occasional snatches in the news. And it didn't go super-great. Deacon wasn't an extremely powerful paragon, and while his powers let him contribute on a superpowered field and his military experience gave him an edge over mere thugs, he struggled some to keep up with the raw power that people armed with such advanced weapons could bring to bear, especially if there was more than one on scene. Emma's magical weapons were powerful enough to match even the Arms Dealer's technology, but she had no real combat experience and often ended up getting in over her head. They were powerful enough to defeat some of the geared-up criminals, though, which did cause some damage to the Arms Dealer's reputation, and cut into his bottom line.

    So he sent his own forces after them. overwhelming and capturing the two heroes. He offered them the chance to work with him - he saw the potential of adding Emma's enchantments to his technology, and having someone with the raw power and military experience of Deacon, with proper armaments, as an enforcer that even Los Angeles' heroes might not be able to match. Of course, the two superheroes refused him outright, and working together, were able to escape his clutches before they could be executed (or worse; mind control helmets were probably a thing he could do).

    Now knowing their true enemy, the two heroes joined forces. They spent four years working together stemming the tide of supertech-equipped criminals and fighting off attacks from the Arms Dealer's personal forces. And as they worked together, they worked to cover each other's weaknesses. Emma provided Deacon with magical gear to supplement his physical power, while Deacon trained her in combat and tactics. Gradually, the duo (now going by the codenames "Hammer" and "Anvil") went from being two supers in over their heads trying to protect their city to formidable superheroes. In the end, they were able to track down the Arms Dealer, fight their way through his guardians and defenses, and defeat him (in his most advanced suit of powered armor) personally, finally ending the threat he and his weapons presented.

    And over four years of working together, a relationship bloomed between them. They married shortly after the Arms Dealer was defeated, and their first child was born about a year later. They didn't retire from heroics, quite - they contributed as regular crime fighters, and occasionally had to deal with more serious threats, such as criminals who had acquired Arms Dealer weapons before his takedown or who stumbled onto a cache or prototype that had been secreted away - but it was nowhere near as regular a part of their lives as it had been before. Over the course of twelve years they had five children.

    Kelly Albion is the youngest of those five. She grew up in a household where superpowers were common - she was only three years old when her oldest brother manifested his power, not the full "flying brick" package his father had, but a level of sheer super-strength and invulnerability that dwarfed even his dad. Her other siblings followed, each manifesting their powers around puberty. All of them were taught the ethics of their powers, their responsibility to use them for good. As the children of established superheroes, they were also trained extensively in self defense, even before their powers began to develop. Kelly wryly notes she can't actually remember whether she started martial arts lessons before or after preschool.

    All throughout childhood, Kelly took her training seriously, often practicing alongside and even sparring with her older siblings, even when they had powers. Even though they took it easy on her (or as easy as she'd let them, anyway), she ended up with her share of bumps and bruises (and worse, although fortunately, her oldest sister possessed a potent healing power), but the danger was all part of the fun.

    While their parents weren't opposed to the idea of their children following in their footsteps, and even encouraged it to a degree, they absolutely refused to allow them to do something as dangerous as crime fighting while they were still in their teens. Which wasn't a huge problem, until a powerful telekinetic supervillain known as the Black Mask staged an assault on the local prison, releasing a horde of inmates - including the Arms Dealer. As a super-inventor, the Arms Dealer was basically a normal human without his tech, and even he couldn't cobble together high-intensity laser cannons and suits of powered armor without a full laboratory and significant resources. (I mean, let's be clear, guy had the deadliest shiv on the cell block with like a solid 3 PP/rank in Extras, but still). So he hadn't been held in a specialized super-prison. The Black Mask had a plan, and he needed an inventor and some minions to do it. The breakout provided him with exactly those resources.

    By this point, Kelly was eight years old, and her oldest three siblings all had powers. They tried to convince their parents to let them help, to staunch refusal. Hammer and Anvil once again took to the streets, fighting off a new wave of supertech-enhanced criminals and trying to discover and thwart the Black Mask's plan. Fun trivia fact: evil supergeniuses actually only get more dangerous after you give them over a decade and a half with nothing to do but come up with ideas for creatively lethal new devices.

    But Hammer and Anvil weren't the same learning-as-they-go heroes they had used to be either, and time and again proved to be more than a match for even the worst of the Arms Dealer's devices. After one victory in particular that foiled a heist that was critical to the Black Mask's ultimate plan, the villain himself staged an attack on the heroes' own home, planning to kidnap their children for use as leverage while some goons with lasers created a distraction. Unfortunately, he didn't account for their middle daughter being a telepath. At her psychic message, Hammer flew back immediately to defend his children, while Anvil dispatched the goons with overwhelming fury.

    The Black Mask was more powerful than any villain the two had faced before, and Deacon was getting kinda beat up on his own. He might not have held if his elder daughter hadn't risked the telekinetic's wrath to dart out of cover with healing. Emma returned shortly thereafter, and the fight got quite a bit more even, but even then, even fighting in defense of their kids, it was all the two heroes could do just to hold out against the brutally powerful telekinetic's attacks.

    Until their oldest son decided "screw it", grabbed his father's enchanted hammer (it had been ripped from his grasp telekinetically and hurled aside), and came down on the distracted supervillain with the full force of his massive super-strength and his father's mighty weapon. His blow darn near shattered the telekinetic forcefield that was protecting the villain, forcing him to beat a hasty retreat.

    After that, the superpowered kids of the Albion family weren't taking no for an answer.

    Of course, their parents weren't going to let them risk their lives unprepared. Emma crafted powerful weapons for them, and Deacon redoubled their training. They played it safe, never letting the kids go out without at least one of them, and always ensuring there was at least one ptotecting the nonpowered children. Soon becoming, the nonpowered child, as the younger of the two brothers hit puberty and manifested the power of conjuration. It took nearly four years, but with the entire family (...mostly) working together, eventually, the criminals were recaptured. The Black Mask and Arms Dealer eventually staged one last attack to try to take out the super-family once and for all, but though they gave them quite a fight, they were overwhelmed and forced to flee the city of Simi Valley and go into hiding, their reputations shattered.

    In her pre-pubescent years, then, Kelly was eagerly awaiting the development of her powers so that she could join her parents and siblings in their heroics. Her powers came a good bit later than most of her siblings, which only exacerbated the impatience she felt being three years behind her next oldest sibling. They finally manifested a little before she turned fifteen, a sort of light-based super-speed power that caused her to shine with rainbow light as she ran. Finally, finally, she got her chance to step up as a superhero! Well...sort of.

    Like, she did, and all. She got a costume, came up with a codename, and her mom enchanted her a weapon (a pair of "whips" that generated flexible beams of multicolored light - flexible, lightweight, not particularly concerned with the laws of physics, and ideal for a skilled, acrobatic speedster). She went out with her parents or siblings to fight crime. Had tons of fun doing it. But, well...

    The big fighting was over. Supercrime in Simi Valley was pretty much non-existent (there weren't many supervillains crazy enough to tangle with an entire family of superheroes armed with magic weapons, although every so often the Arms Dealer or Black Mask dipped their toes in the water with some half-formed plot or another, always quickly shut down), and regular crime wasn't exactly anything that required the full power of the Albion Family. Heck, the older of her sisters and the younger of her brothers barely went out at all anymore, using their powers of healing and conjuration to do good in other ways. Even when something serious was going down in LA, the heroes there rarely requested the aid of more than one or two of the Albions. Really, the only time the whole family went out was more for public appearances and such. And annoyingly, given how long it had taken for her powers to manifest, how flashy they were, her lack of experience compared to her parents and siblings, and her own rather enthusiastic personality, often when Kelly did get press, it kinda presented her as a sort of overeager, attention-seeking tagalong kid. She just didn't have the clout that her parents and siblings had earned fighting the likes of the Arms Dealer and the Black Mask. She needed, ironically enough, to catch up.

    Her siblings had all gone to St. Ambrose to better learn how to use their powers and work as superheroes (her youngest brother had only recently graduated, in fact). Her family figured she'd do the same...but she ended up throwing them a curve ball. The thing was, if she went to St. Ambrose, everybody was going to know who she was, she wouldn't be able to be anything but the baby sister of the Albion family. And with her super-speed, she could travel abroad and still be just minutes away!

    After some discussion, her parents agreed to let her enroll at Avalon Academy to learn more about her powers and how to use them as a superhero. And hey, if while she's at it she gets the opportunity to do some independent crime-fighting and make a bit of a name for herself, outside of her family's shadow...well, even better!


    Spoiler: Relationships
    Show
    Deacon Albion AKA Hammer [Father; Paragon]: Soldier-turned-superhero Deacon Albion has a straightforward paragon powerset gifted by the metagene - strength, flight, toughness, senses...basically just general physical enhancement. His powers aren't actually all that significant; he's only kinda a mid-level super by raw power alone. But he backs it up with military combat and tactical training, as well as his namesake hammer, a weapon enchanted by his wife with controllable inertia. This allows him to put the full force of his blows into his enemies (no "equal and opposite reaction" for him - all the energy goes one-way), hasten his swings, and perform feats like throwing the hammer and having it boomerang back around or ricochet at impossible angles. The most experienced fighter in the family, he's their tactical leader in the field.

    At home, he's serious and straightforward, but not overbearingly so. When his kids were growing up, he was firm but not quite strict, and could get more parenting done with a single disappointed frown than many could with twenty minutes of yelling and a month of grounding. You gotta remember, the guy was a literal superhero, so to say his kids looked up to him is a pretty colossal understatement (and really, it's no less true now). These days, he doesn't hesitate to question and advise, but never fails to let his kids make their own choices, even when he disagrees with them (though he will be quite vocal in expressing such disagreement). He's a man of deep personal respectfulness and integrity, and his word is unbreakable.

    6'1", ~180 lb, military-cut light brown hair, deep blue eyes, athletic build, light beard and mustache. Costume colors: Yellow primary, blue secondary, insignia a yellow hammer on a blue hand, palm out and fingers up.

    Emma Albion AKA Anvil [Mother; Artificer]: An archeologist decades ago, Emma Albion's life changed forever when she discovered a stone tablet covered with strange runes at a dig site in Ireland. While she didn't recognize the lettering, she understood it when she read it in some ineffable way, and the writing vanished when she had finished, leaving behind just a piece of ordinary stone. Since then, she has been able to imbue magical properties into objects. Her magical devices are quite potent, and over time, she's developed quite the arsenal of enchanted weapons, tools, and protective devices that allow her to fight right alongside any of the innately-powered members of her family. While not the tactician that her husband is, she's a creative thinker with an eye for big-picture strategy. Even though the magic weapons she provides each member of her family are optimized to work with their powers and one of their defining aspects as a superhero team, she's still widely considered, pound-for-pound, the most powerful of them.

    She's curious and creative, with a tendency for experimentation that has made "is Dad cooking tonight?" an important strategic question for her children growing up. She has a good-humored attitude and a seemingly endless supply of puns guaranteed to draw a cringe, eyeroll, or "Oh, Mom..." from any of her children that are in earshot. She has been known to wax philosophical, and has done a lot to pass onto her children a strong ethical foundation for using their powers. While not generally the type to worry, she does have a keen sense of when something is bothering her kids (sometimes seemingly without even being near them), and is always there to talk with them and help them with their troubles.

    5'7", ~140 lb, shoulder-length blond hair typically tied back, dark brown eyes, average build, high cheekbones. Costume colors: Purple primary, white secondary, insignia a white lightbulb wreathed in purple flame.

    Gerard Albion AKA Dreadnought [Brother (23); Powerhouse]: The eldest of the Albion children, Gerard has an extreme power of super-strength and durability that puts his father's physical enhancements to shame. While pound for pound his mother may be considered the most powerful in the family, there's little question that when it comes to which family member is best at outputting (or absorbing, for that matter) an obscene amount of raw physical punishment, the list begins and ends with Gerard. Gerard is equipped with a claymore with a simple enchantment - it provides just enough healing to his victims to prevent lethal or permanent damage, without any loss of stopping power, and is capable of undoing any damage it inflicts at will. Putting the sort of force Gerard is capable of inflicting behind a giant sword and then giving him the ability to really cut loose without risk of killing his opponent or causing collateral damage is...simply unkind, frankly. Gerard's the heavy hitter of the family for sure, but he's also proven extremely protective of his younger siblings, and will leap into harm's way to protect them without a second thought.

    For all his brute strength, Gerard's actually a highly intelligent guy and, out of combat, pretty much as chill as can be. He does see himself as having a responsibility to serve as a role model to his younger siblings, which can wear on him at times, but overall has served to mold him into a hard-working and honorable young man. Outside of his job as a superhero, he works at NASA, primarily in a support capacity, but has hasn't ruled out going into space (especially since he can, in fact, survive without a spacesuit). Of all her siblings, Kelly looks up to him the most.

    6'0", ~165 lb, shaved head, brown eyes, fit build, glasses. Costume colors: Red primary, silver secondary, insignia two silver wolf heads with red eyes, facing each other and angled up as if howling.

    Bethany Albion AKA Salve [Sister (21); Healer]: The second of the Albion children and the oldest of the sisters, Bethany has a potent healing power. This includes self-healing, making her an extremely difficult target to put down. Which is something of a catch-22, since as long as she's up and healing, putting and keeping one of her allies down isn't really likely to happen. She carries a staff enchanted to absorb the positive energy of her healing powers and output it in focused blasts of light, allowing her a solid offense that her power wouldn't otherwise provide. Nonetheless, her primary role on the team is protecting and healing the rest of her family. Bethany isn't much for solo heroics - her staff gives her perfectly solid offensive capabilities, but not especially complex ones, mainly just basic blasting, so she can't match the offensive power of the rest of her family. Unless another member of her family needs her support, she prefers to use her powers to do good in other ways - namely, healing the sick and injured.

    Bethany's something of a worry-wort, truth be told. As a healer, she kinda takes the health of everyone around her as her personal responsibility, especially her family. She's despaired a bit of Kelly's eating habits since developing her powers, super-metabolism or no, and has begun earning looks from her parents when she mentions that they're getting older now and need to start thinking about certain things. But as much as they try to wave her concerns off, deep down, they're all comforted by the knowledge that she's looking out for them. She's not a doctor or anything, though she did get some medical training to better make use of her powers. She does make a living with her powers, although on average her for-profit healings are outnumbered by charitable ones something like 20:1. Bethany's very caring and always there to lend an ear for the people she cares about, but she can be judgmental and while she's on their side, she won't hesitate to tell them when they're wrong. Of all her siblings, Kelly respects her the most.

    5'3", ~120 lb, wavy dark blond hair to her upper back, usually tied into braids, slender build, butterfly tattoo on her right forearm. Costume colors: Orange primary, yellow secondary, insignia an orange cross with a yellow outline.

    Dove Albion AKA Cerebral [Sister (20); Telepath]: The middle Albion daughter and child, Dove is a mid-grade telepath. Her powers are primarily tactical in nature - region scale mental communication, mind reading, scrying through the senses of anyone she's made eye contact with, universal translation, mental quickness, and psychic attacks that more emphasize distracting, disorienting, anticipating, and confounding opponents than direct psychic blasts or compulsions (she has proven able to compel an action, but it takes a lot of effort). She's a skilled fencer and fights with a rapier that induces a growing delirium in those it strikes, weakening the will and giving her an opportunity to strike their minds simultaneously, or focus her psychic power behind it to strike directly at her foes' minds rather than their bodies. In combat, she naturally gravitates towards hampering her foes and providing tactical overwatch, coordinating her family and giving them openings for finishing attacks, although she's perfectly capable of leaving a foe so delirious and disoriented that it's easy for her to finish off personally. She also provides a mission control sort of role where needed.

    Despite her ability to mentally connect with others at will, Dove is something of a loner. She's quiet, a bit shy, and usually prefers staying in her room on her computer or reading a book to actually hanging out with people. She's an avid gamer though, both on- and off-line, and it's entirely possible to coax her into hanging out around a multiplayer game, and she has a number of friends across the world who she's connected to with online gaming. When not out fighting crime, she works as a librarian. Even without her powers on call (which she can control just fine thanks, and avoids using unless necessary) she's extremely intuitive. That said, she's very careful about keeping the confidences of others, and tends to be fairly secretive herself. Despite (or perhaps to a certain degree because of) all this, of all her siblings, Kelly trusts her the most.

    5'4", ~115 lb, short curly blond hair, slim build, rather pale. Costume colors: Light blue primary, dark blue secondary, she has no insignia but is the only member of the family who wears a mask (a blindfold, more precisely; she can navigate with her psychic senses).

    Percy Albion AKA Quartermaster [Brother (18); Conjurer]: Second youngest of the Albion kids and the youngest brother, Percy is a conjurer, able to summon up objects from thin air. In combat, he uses this primarily as a tactical power, sectioning off the battlefield with barriers, creating traps to hamper, injure, or contain his foes, trapping enemies in suddenly-conjured cages, raising shields over his allies, and so on. He is also armed with an enchanted pistol that he can load using his powers - conjuring various objects into the pistol, which will compress them into bullet form until fired, at which point the enemy has, like, a rocket, or giant buzzsaw, or pile of moldy tacos, or whatever flying at them. Where Dove plays a tactical role leaning towards offense, he's more tactical/defensive, using his tricks, traps, and shields to isolate enemies and protect allies, though he's certainly capable of taking out an enemy solo where needed.

    Percy is laid-back, creative, and artistic. He likes pretty much all forms of art, although he doesn't have much formal knowledge of artwork - he just enjoys experiencing and creating it. He's somewhat hedonistic, regularly going out to clubs and parties, and he's gotten his share of lectures from Bethany about overindulging. His casual friendliness means he can make friends in minutes with just about anybody, but he doesn't necessarily form deep relaationships all that easily. Nonetheless, he has something of a reputation as being perhaps the most approachable of the otherwise-honestly-kinda-intimidating Albion family. Like Bethany, while he's capable of doing solo hero work, he prefers not to, and while his powers aren't limitless, he still finds that pound for pound, using them to create things that people need - food, materials, resources, whatever - is generally a more efficient use of his time than beating up bank robbers. His favorite arts are the culinary ones, and he works as a chef, using his powers liberally to get all the best ingredients. Naturally, this makes him Kelly's favorite sibling ever. Okay, that's not true, she'd never say she cares about one of her siblings more or less than any of the others, but Percy is definitely the one who she has the most fun with and most enjoys the company of.

    5'6", ~150 lb, short pale blond hair, average build, neatly-trimmed goatee. Costume colors: Green primary, white secondary, insignia is a pyramid of green boxes.


    Spoiler: Mom and Dad's Rules For Effective Superheroics
    Show
    #5: It's not enough to keep people safe. You have to make them feel safe.
    Last edited by Quellian-dyrae; 2019-01-31 at 02:46 PM.
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    Marcus Roland Bedivere Dorn, AKA Anima


    Spoiler: Mechanics
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    Abilities {28}

    STR: 0. STA: 4. AGI: 0. DEX: 0.
    FGT: 0. INT: 0. AWE: 10. PRE: 0.

    Attacks

    Initiative: +16.

    Defenses {8}

    Defense (6): +6. Toughness: +10. Fortitude (2): +6. Will: +10.

    Skills {13}

    Expertise (History, Magic, Literature, Metalworking, Woodworking, Biology, Supernatural Current Events, Supernatural Beings, Supernatural Politics, 7 others) 0 (+16), Insight 0 (+10), Intimidation 12 (+12), Investigation 16 (+16), Perception 0 (+10)

    Advantages {9}

    Benefit (Wise Cracker—Startle an enemy as a Move Action at a -2 penalty), Luck 2, Move-by Action, Ritualist, Speed of Thought, Set Up, Startle, Well-Informed

    Powers

    Spirit of Intellect--Barty: Enhanced Intellect 16 (Reduced Investigation/Technology/Treatment 16), Enhanced Advantages 2 (Eidetic Memory, Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise), Quirk (Int modifier only applies to one Expertise skill per rank) {9}.

    Spell-Reinforced Duster: Removable Protection 6 (Permanent); Removable Premade Thaumaturgy: 8-point Array with 3 alternate effects {17-4}
    Knight Aeris: Senses (Vision gains Extended, Rapid), Flight 3

    Knight Terra: Enhanced Strength 8 (Limited [Only while on solid earth])

    Knight Ignis: Speed 6, Movement 1 (Safe Fall)

    Knight Aqua: Regeneration 5, Healing 1 (Reduced Action [Free], Restorative, Limited [Restorative function only], Limited [Self only])

    Is it Really Paranoia? Senses 1 (Danger Sense) {1}

    Wizard Sense: Senses 1 (Detect Magic) {1}

    The Sight: Senses 4 (Ranged, Acute, Analytical Detect [Metaphysical energies], [Concentration]) {2}

    Arcana Minor: Feature 1 (Can perform minor feats of magic, such as lighting a candle, opening or closing a door, telekinetically moving a few pounds of material, chilling a drink, causing an object to shed light, etc) {1}

    Mentis Shieldus: Feature 1 (Can, by expending a move action per turn, prevent instances of his Unintentional Luddite Complication when not in combat)

    Evocation Wizardry: 22-point array {22+4}
    Flamma: Damage 8 (Accurate 4, Ranged, Affects Insubstantial 2) [Magic] [Fire]
    With The Blackstaff, becomes Pyrofuego: Gains Secondary Effect, Targeted Burst Area, Selective

    Ventas Servitas: Move Object 8 (Accurate 4, Precise, Subtle) [Magic] [Wind]
    With The Blackstaff, becomes Zephyrus: Loses Accurate 4, Gains Burst Area 2, Selective, Extended Range 4)

    Forzare: Damage 8 (Accurate 4) Linked Move Object 8 (Limited [Close Range]), Variable Descriptor 2 (Magical energies or physical damage type)
    With The Blackstaff, becomes Forzare Rex: Damage gains Ranged, Precise; Move Object gains Ranged, Precise; gains Extended Range 2, Improved Critical 4

    Hexus: Nullify 8 (Electronics, Burst Area, Subtle 2) [Magic]
    With The Blackstaff, becomes Hexus Majora: Gains Broad, Simultaneous, Selective

    Infriga: Damage 8 (Accurate 4) Linked Affliction 8 (Fort DC 18 vs Impaired/Disabled/Paralyzed) [Magic] [Cold] [Ice]
    With The Blackstaff, becomes Arctis Maxima: Damage gains Secondary Effect; Affliction gains Extra Condition [Vulnerable/Defenseless/Incapacitated], Cumulative)

    The Blackstaff: Enhanced Evocation Wizardry 24 (Side Effect 2 [Expends Will]), Easily Removable, Indestructible, Restricted [Only those it has recognized as worthy—not always a desirable recognition] {8-3+2}

    Side Effect [Expends Will]: Upon using a power with this Side Effect, Marcus must make a DC 18 Will save vs. a Weaken Will effect, with no cap on the points lost. He does not regain Will in any round that he uses such a power. If his Will is currently 0, he instead makes a DC 20 Fortitude save against a Fatigued/Exhausted/Incapacitated Affliction. If the spell he is using has a duration, the Side Effect occurs when it is first used, and thereafter repeats after one round per two points rolled on the save (with the new save then determining how long until the next check). He can't recover Will while maintaining such a spell. Marcus can lower the DC of the save by spending more time gathering power for the spell; each full round spent lowers the DC by 1. When the Side Effect is failed, the power in question gains the [Evil] descriptor Borrowed from QD


    Calculations

    PL: 8. PP: 0/120.
    Abilities: 28. Stats: 8. Skills: 15. Advantages: 9. Powers: 60.


    Spoiler: Description
    Show
    A teenager well and truly caught in the throes of puberty, Marcus is all gangly arms and legs and fully six feet in height--and he's afraid he still has more growing to do. He's thin, and his skin is the slight pale of one who spends more time inside than out--not full-on white, but not quite ruddy. His pitch-black hair is cropped short on the sides of his head, and left to grow longer on top with a mop of hair that seems constantly wind-swept. A history of fights, or perhaps simply bad luck, shows in the broken, crooked hook of his nose, and the rough scars that dot his knuckles and hands.

    Marcus' features still carry hints of stubborn baby fat despite the gangly state of the rest of his body. His sharp blue eyes stab out beneath large brows, and his mouth seems more inclined to a thin line than anything else. He wears, I kid you not, a leather duster, complete with mantle that reaches his elbows, over whatever shirt and pants he has on. He's never far from a tall staff of pure black wood, although he hardly seems to touch it--indeed, it always seems a full arm's length away at all times.


    Spoiler: Backstory
    Show
    Marcus Roland Bedivere Dorn's father named him, giving him the names of two historical knights that he claimed as his own ancestors. The veracity of Brandon Dorn's claims were always suspect, but he was a good father and proud citizen of the British Isle. He had minor supernatural abilities--enhanced physical abilities, mostly--and was too fond of sticking his nose into others' business for his own good. He was killed when Marcus was barely four years old, under circumstances that are suspect even to this day. Marcus' mother was named Viviane Legrange Dorn, and she was an experienced wizard in her own right. She was kind, and vivacious, and one night when he was seven she woke Marcus up in the middle of the night, kissed him on the forehead, and told him she had to go somewhere. She told him to be good, and that she loved him, and then she left him alone.

    Neither parent had siblings, and their own parents had died or left the country, and so Marcus was given to the care of his elderly grandmother on his mother's side. She was absolutely sweet, and Marcus loved her dearly, so of course, she died a scant year later. Marcus was put into the foster system, and boy, was it rough. He went through six foster families in four years, all of whom considered him little more than a burden they carried for the governmental check and benefits of fostering. When he was twelve, he was fostered by one Jordan Hargrove, and his life was once more changed for better and worse.

    His magical abilities appeared soon before Jordan fostered him. Jordan took a keen interest in him due to them, but the man also treated him better than anyone had since his grandmother. Jordan adopted him mere months later, and he began to teach Marcus how to use his magic afterward. The lessons were hard, and Jordan was a merciless teacher, but the man nonetheless made Marcus feel loved. They were neighbors to another adoptive family, a mother-daughter pair, Holly and Morgan Merles respectively. Morgan was Marcus' age, and as Marcus grew out of the "girls have cooties" phase, the two began to develop a budding romance.

    Marcus was happier than he could ever remember being. So, of course, something had to happen to stab him in the gut. When he was fourteen, he stumbled upon a secret trapdoor leading to a basement he had never seen before. Within, there were books upon tomes that fairly radiated a foul energy. There was a circle of silver with a pentacle within, used for summoning, and it was stained in what he feared was blood. And upon a mantle was a skull whose eye sockets burned with cold blue flame. The skull spoke, a sneering taunt that Marcus had stumbled upon a secret he had not been intended to see for years yet. Keeping the skull talking, Marcus realized Jordan was intending some large, violent action, and wanted to use Marcus as a magical battery or some kind of magic, mindless soldier.

    Marcus ran away in fear, running into Jordan as he did. Marcus explained what he had seen, not wanting to believe Jordan could be capable of such. Jordan's only reaction was to sigh and bemoan that Marcus had seen too much, and he would have to take steps to ensure Marcus continued to be useful. Perhaps Jordan thought his control of Marcus was stronger than it was, but Marcus, in his horror, managed to escape the house and get to the Merles'. He told Morgan what he'd found, and they both brought it to Holly's attention. But, of course, Marcus' luck could only ensure that Holly was in on this little plan as well.

    Trapped on both sides, Marcus and Morgan reacted as fourteen year olds might when faced with such: they sorta lashed out. The Merles and Hargrove homes became the site of a magical battle that should have been entirely one-sided: two experienced wizards against their own apprentices. Plus, Jordan had what he called the Blackstaff--an artifact of great and vile power that augmented his already impressive power greatly. So, Marcus and Morgan didn't play fair: they took any cheap shot, used every dirty trick, and Marcus even set both houses on fire, which then spread, of course, to the rest of the cul-de-sac.

    The fight ended with Marcus and Jordan grappling over the Blackstaff, Jordan seeking to crush Marcus' windpipe with the staff while Marcus struggled against it. Marcus was practically limp with fatigue, but his rage, murderous and volcanic, was practically a physical force. Perhaps it was a trick of fate, or the flighty fancy of the Blackstaff itself, but Marcus was able to use the energy of his rage to tap into the Blackstaff itself and burst Jordan's heart in his chest. Across the burning house, Marcus saw Holly stop what she was doing at Jordan's death and raise a hand. With a near-contemptuous gesture, Marcus used the Blackstaff to kill her, too.

    Which left Marcus among two burning houses, with two corpses of his own making, and Morgan in the wind. The mundane and magical authorities were on the scene soon after, and he was taken into custody for murder. It turned out that Jordan had been on the radar of the appropriate people for some time, but they had been waiting for a time to take him down. They were suspicious of Marcus, as his apprentice who had killed him with an artifact of evil, and Marcus was scared he'd be in prison for life. He heard that several people stepped up to the plate for him, though, and he was released into the custody of Gregory Anderson, a powerful yet benevolent priest whose son had been granted custody of the Caliburn.

    Marcus, for his part, kept some things from the fuzz: like Morgan, for instance. Oh, and the skull-spirit-thing that he had managed to retrieve before the house burned down and the fuzz showed up. It called itself a Spirit of Intellect, and in exchange for hitching a ride in Marcus' head he lets Marcus leech off as much of its near-infinite knowledge as his brain can handle. Marcus calls him Barty, and the spirit isn't a bad sort, if exceedingly perverted. And Jordan, with his last breaths, had cursed Marcus to have fatal luck. For months, it was like a noose around his neck, and dozens of near-fatal accidents occurred on a daily basis.

    And then there's the Blackstaff. Apparently the staff of Merlin himself, corrupted by years of use by one evil wizard after another, it constantly tries to tempt Marcus to use its power for Evil, capital letter and all. Apparently, merely carrying it is enough to stain Marcus' name to those who know about it. But Marcus fought to keep his own autonomy once, and he'll do it till his dying day, so the Blackstaff has another thing coming: if it's a battle of wills it wants, it'll be the one to blink first. Metaphorically speaking, at least.


    Spoiler: "Complications”
    Show
    Somebody Ought To Do Something About It (Motivation: Doing The Right Thing): The world is a terrible place. It isn’t fair. It isn’t fair. And too many people seem to be content to just leave it as it is. Not Marcus. He’s experienced far too much to simply stand by and watch more of it happen. Any injustice; any wrongdoing; any inequality that he sees, he will do whatever he can to correct it. At any, usually personal, cost.

    I Am Better Than You Think I Am (Motivation: Sheer Spite): Marcus…has a lot of baggage. Like, a looooot of baggage. He’d need a full barge to carry it all. So there are all sorts of preconceptions someone might have of him, if they’d heard of him before. Those preconceptions tend to be, generally, poor. And Marcus has had enough. While it is true that contrarianism is carved into his bones, accusations against his character tend to provoke decisive action on his part.

    Why'd You Leave? (Abandonment Issues): His father died, his mother left without a reason...Marcus doesn't expect people to stick around him. He's pleasantly surprised if people do, but that only means he's terrified and certain that anyone who comes into his life will leave before long.

    A Wizard’s Death Curse (Quirk): Marcus’ adoptive father, Jordan Hargrove, was a decent man to him, the first kind foster parent in a long line of *******s. He also, sadly, wanted to turn Marcus into a magical hitman-slash-slave—so, y’know, there’s always that one thing. Marcus managed to uncover his intentions and fought him to the death, but Justin’s death was not fast enough. With his dying breath, Jordan cursed Marcus with the luck of the worst Lancer the worst pauper. The power of the curse has, thankfully, lessened over the past year, but it is still powerful enough to wreak havoc when the time is right.

    Clap Your Hands If You Believe (Quirk/Potential Power Loss): For Marcus, his power stems from his own will—he fuels it with his emotions as only a teenager can. Accordingly, severe fluctuations in his emotional state can severely impair or hamper his spellcasting. If he tries to perform magic in an act that, in his heart of hearts, he does not believe in, then it is possible his magic may fail entirely.

    Unintentional Luddite (Quirk): For those with Marcus’ brand of magical ability, there are certain unavoidable truths. The most crushing for a teenage boy is the horrible tendency for technology to react…poorly to his presence. If any delicate technology is in his presence for any extended amount of time, it will malfunction in some way, as inevitable as the sunrise and sunset. Older technology tends to do better, and Marcus can moderate it to some extent with extreme concentration. Powerful use of his magic causes this to happen at a far accelerated rate.

    The Powah of the Dahk Side (Quirk): The Blackstaff was once the staff of Merlin himself, and carries with it a portion of his power. It was lost for several hundred years, and when it reappeared it was in the hands of one vile, evil sorcerer after another. Merlin himself was the son of a human woman and an incubus, so there are theories that his demonic nature made his staff easily tainted by evil—where once it was a ethereal light brown, now it is black such that it seems to absorb light instead of reflect it. It magically latches onto whatever owner it chooses, and seems to nurture and feed the evil within its owner’s heart. Its constant susurrus of temptations is a low buzz in Marcus’ head, and in his weakest points Marcus might actually listen. (Mechanically, if Marcus fails badly enough with the Expends Will Side Effect, the GM may choose to activate this Complication to represent Marcus losing the battle of wills against the evil within).

    My Warlock Ex (Relationship: Morgan Merles): Marcus’ best friend before he had to kill his foster father was a girl named Morgan. She was an orphan as well, adopted by a woman who lived next door to Marcus and Jordan. She had magical abilities similar to Marcus, and they grew into them together. It turned out, however, that Jordan and Morgan’s mother were both conspiring to turn their adoptive children into magical hitmen-slash-slaves. Together, they managed to kill both of their adoptive parents, but she ran while Marcus was finishing fighting Jordan—leaving Marcus to hold the bag of having killed two people with magic. She has covertly tried to make contact with Marcus since then, but Marcus has been mostly ignoring her…well, as well as he can. It’s hard to say no to your first crush.

    God Is His Copilot (Relationship: Gabriel Anderson): Marcus’ current best friend is a boy named Gabriel Anderson: tall for his age (though shorter than Marcus), built like a brick house, and wielder of the holy sword Caliburn. Caliburn was the original Sword in the Stone, the sword that selected King Arthur and granted him the right of kingship. Although replaced by Excalibur, it retains its capacity for channeling divine energy from those it deems worthy. Gabriel himself is a morally upright individual, handsome, polite, and a devoted friend to Marcus. Oh, Gabriel chides him for his faults and does not enable him, but Gabriel will support Marcus against all odds. In return, Marcus feels compelled to act in a way that will make Gabriel proud, and attacks against Gabriel will be met with as much fury as if Marcus had been the target.

    Barty (Relationship/Quirk): A Spirit of Intellect that shares headspace with Marcus. It is a separate entity that gives Marcus partial access to thousands of years of gathered information. It has its own personality, and is capable of refusing to allow Marcus some bit of information for a time. He constantly barters with Marcus, and is perverted to a degree Marcus hasn't seen, well, ever. It also existed for millennia, and it is more than likely that he has dozens of secrets Marcus has no knowledge of, which could pop up at any time, really.

    Fashion Over Function (Power Loss/Quirk): Marcus has a duster that he has outfitted with a plethora of protective wards and special enchantments. Some might ask, why doesn't he enchant a full set of clothing for protection? And he would answer, f*ck you, that's why not. It does bear reinforcing, though, that a duster, while fashionable to some, does not cover every part of a human's squishy body. If Marcus manages to catch an attack on a spot not covered by the duster, then some or all of its protections might fail. ((Ideas: on receiving a critical hit, instead of a +5 DC to the effect, Marcus could lose the Protection from the duster and roll with his native Toughness; if he's caught especially off-guard when being attacked in Close range; etc))
    Last edited by Thokk_Smash; 2019-04-16 at 10:29 AM.
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    Orc in the Playground
     
    Flumph

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    Default Re: Avalon Academy OOC

    Insight on that Bluff check, go!

    (1d20+18)[35]

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    Default Re: Avalon Academy OOC

    I'll see if Marcus gets a nat 19 or 20: (1d20+10)[18] Alas, twas not to be
    Last edited by Thokk_Smash; 2019-01-11 at 09:29 PM.
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    Eh, why not; Deception (needs a natural 20): (1d20+8)[20] Well, that's a 20. Just not a natural one.
    Last edited by Llyarden; 2019-01-12 at 04:53 AM.
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    Out of curiosity, Well-Informed on Merlin: (1d20+16)[17] This is Merlin's doing, I just know it
    Last edited by Thokk_Smash; 2019-01-13 at 08:21 PM.
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    Default Re: Avalon Academy OOC

    The speedster gauntlet has been thrown!

    Prodigy Initiative (1d20+20)[38]
    Scrambler Initiative (1d20+12)[31]
    Hare Initiative (1d20+12)[26]

    Also I can't actually find anything on the SRD that says that nat 1s are auto-fails in M&M, still this wouldn't be the first time I've not been able to find a rule, but on the off chance I'm not wrong...

    Spoiler: Merlin
    Show
    A man who claims to be the Merlin of Arthurian legend and with Excalibur provably existing and the amount of magical power he's shown on rare occasions, most people are happy not to argue. Regardless of the truth he generally stays out of the limelight, splitting his time between teaching at the Avalon Academy and his job as the head of the Special Operations Executive, a position which makes him the man that the Worthies report to.

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    Quellian-dyrae's Avatar

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    Perception 20 Fishing: (1d20)[20]. ...Wat.
    Last edited by Quellian-dyrae; 2019-01-17 at 02:22 PM.
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    Default Re: Avalon Academy OOC

    Perception DC 25: (1d20)[7] Nope
    Last edited by Dorni; 2019-01-17 at 02:33 PM.
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    Flumph

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    Investigation roll: (1d20+10)[22]

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    Books Toughness vs DC28 (1d20+6)[23] Bruised
    Books are Immune to Mental Effects
    Last edited by Dodgeson; 2019-01-21 at 02:42 PM.

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    Chandelier Toughness vs DC25 (1d20+8)[16] Dazed & Bruised
    Chandelier is Immune to Fortitude Effects
    Last edited by Dodgeson; 2019-01-22 at 02:04 PM.

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    Default Re: Avalon Academy OOC

    Before I forget Claire totally gets an HP because this encounter is kind of rough on her, I may have built the first few before actually picking the party

    Chandelier is Immune to Mental Effects
    Chandelier Dodge vs Move Object (DC16) (1d20+8)[19] Resists
    Chandelier Toughness vs DC21 (1d20+7)[24]
    Chair Toughness vs DC21 (1d20+8)[21]
    Last edited by Dodgeson; 2019-01-24 at 09:39 AM.

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    Toughness DC 23: (1d20+8)[22] Bruised Edit: Forgot my own stats, should be +2 higher, Resists
    Fort DC 18 vs Vulnerable/Stunned: (1d20+6)[9] Stunned for now, Luck re-rolling to save my one HP
    Last edited by Thokk_Smash; 2019-01-27 at 01:29 PM.
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    Luck rerolled Fort DC 18 vs Vulnerable/Stunned: (1d20+6)[25], +10 on 16 or less Resists
    Last edited by Thokk_Smash; 2019-01-27 at 01:26 PM.
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    DC 21 Dodge (half): (1d20+6)[16], DC 15/21 Will vs Entranced/Compelled/Controlled: (1d20+6)[13] Full, Compelled
    Last edited by Dorni; 2019-01-27 at 01:29 PM.
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    RedWizardGuy

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    Toughness DC25: (1d20+9)[14] EDIT: rerolled below

    Dodge DC20: (1d20+7)[9] Bound (defenseless, immobile, impaired)
    Last edited by zzzzzzzz414; 2019-01-27 at 02:06 PM.

  25. - Top - End - #25
    Titan in the Playground
     
    Quellian-dyrae's Avatar

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: Avalon Academy OOC

    Dodge DC 21 (+5 for Evasion 2): (1d20+17)[19]. Yeah, yeah. Luck reroll, can't fail, negates.
    Will DC 21: (1d20+8)[16].

    Just to check are you doing another post for the spider's turn or should we just hold posting this round since it won initiative?

    Also, I can't help but notice that my PL 8 character with short-range elongation and an overeager personality and Dorni's PL 8 character are fighting a high-PL giant spider monster underground on a mission for a school. Picking things up where we left off then, are we?
    Last edited by Quellian-dyrae; 2019-01-27 at 01:52 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  26. - Top - End - #26
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2019

    Default Re: Avalon Academy OOC

    Spending 1 Hero Point to reroll DC25 Toughness save: (1d20+9)[14], +10 on 10 or less, Bruised
    Last edited by zzzzzzzz414; 2019-01-27 at 02:08 PM.

  27. - Top - End - #27
    Ogre in the Playground
     
    Dorni's Avatar

    Join Date
    Jul 2005

    Default Re: Avalon Academy OOC

    Using Luck to reroll that Affliction. DC 21 Will vs Entranced/Compelled/Controlled: (1d10+16)[21] Resisted

    Yeah, I can't wait to see if the turquoise girl that we save from her own mistake has an overeager hyperactive personality.
    Last edited by Dorni; 2019-01-27 at 05:09 PM.
    Everyone makes mistakes. Our fate and our character is not determined by the mistakes we make, but by how we react to them.

  28. - Top - End - #28
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2019

    Default Re: Avalon Academy OOC

    Rolling Athletics to attempt to escape the grab: (1d20)[19]

    Edit: I...assume that's enough, since it beats the original DC18 before Multiattack? If it isn't, I'll go back and edit the IC post, it doesnt change much about her actions this turn anyway.

    Edit 2: It does not, actually. Ah well.
    Last edited by zzzzzzzz414; 2019-01-29 at 12:18 AM.

  29. - Top - End - #29
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: Avalon Academy OOC

    Woodburner Toughness vs DC20 (1d20+10)[26] Resist

    Woodburner Toughness vs DC23 (1d20+10)[27] Resist

    The Books have Uncanny Dodge
    Books Toughness vs DC28 (1d20+5)[17] Staggered and Bruised
    The Books are Immune to Visual Afflictions

    Chandelier Toughness vs DC24/18 (1d20+8)[21] Bruised/Resists
    Chandelier Dodge vs Move Object (DC18) (1d20+8)[23] Resists

    Okay just so it's written here, like I mentioned in the Discord, the Chair does have Improved Hold and the DC on the condition tracker now reflects this.

    The compulsion Kelly and Anthony are facing comes from the spider but the web exists as separate entity on the battlefield. It effectively has Affliction 11 (Dazed&Vulnerable/Stunned&Defenceless/Paralysed, Resisted by Defence/Overcome by Defence/Damage)(Cumulative, Extra Condition, Reaction:Being Touched)(Limited:First Track is Physical Actions Only, Second Track is Limited Degree)
    Last edited by Dodgeson; 2019-01-28 at 03:04 PM.

  30. - Top - End - #30
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: Avalon Academy OOC

    Spider Toughness vs DC30 (1d20+13)[21] Dazed & Bruised
    Spider is Immune to Trips (and I swear I didn't plan these encounters to have so many immunities in them but 8 legs and all)
    Spider Strength vs Grab (DC29) (1d20+11)[31] Resists
    Last edited by Dodgeson; 2019-01-29 at 12:57 PM.

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