World of Freedom 3.2 - Whatever Comes To Mind

Where in all of your character write ups will go.
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Davies
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Author's Note: This is another one I didn't particularly want to do.

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Sleet-Saru

Nakamura Sachi of Earth-Ape's Jape-An (get it? get it? isn't that clever?) was honored to be the student from Claremonkey Lyceum (ah-ha! ah-ha!) selected to travel to Earth-Prime and study at the Academy's counterpart, while an Earth-Prime student visited her academy in her place. It was expected that she would be highly involved in the life of the naked apes, while maintaining a calm and patient demeanor beyond the abilities of the rest of the excitable student population.

Well, she managed to maintain that demeanor, all right, but somewhat at the cost of the other part of her mission. Sachi's natural shyness and reserve ensured that she acted more as an observer than a participant. Perhaps the only notable episode from her career at Claremont was the time that she got involved with some students from Japan's Akazuchi Academy who were in Freedom City for no adequately explained reason while they fought against the Earth-Prime and the Earth-Ape versions of Doctor Simian, who'd joined forces.

In the end, when Sleet-Saru returned to Earth-Ape, she had many stories about the things that she'd seen, but she had established no real links. Ironically, her counterpart had managed to do so, and it's largely as a result of his efforts that the occasional exchange between the two schools has continued to this day.

Sleet-Saru eventually graduated from Claremonkey Lyceum and returned to Jape-an, where she has teamed up with a pair of crime-fighting chimpanzees (one a red-garbed super-speedster, the other a golden brawler) and a black-clad ninja who is secretly a catgirl from Ani-Earth. They appear to be having a fair amount of success.

Sleet-Saru -- PL 10

Abilities: STR 1 | STA 2 | AGL 4 | DEX 7 | FGT 5 | INT 1 | AWE 2 | PRE 2
Powers: Ape Senses (Senses 2 [low-light vision, scent]), Cold Control (Array: Ranged Damage 12, AP: Cone Area Damage 8, Alternate Resistance [Fortitude], AP: Create 12, AP: Environment 8 [cold 1, hamper movement 1, visibility 1], AP: Ranged Burst Area Affliction 8 [Resisted and Overcome by Dodge; Hindered and Vulnerable, Defenseless and Prone), Alternate Resistance, Extra Condition, Limited Degree, AP: Ranged Cumulative Affliction 8 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree), Ice Armor (Sustained Immunity 5 [entrapment], Limited to Half Effect; Sustained Protection 6), Cold Resistance (Immunity 5 [cold damage]), Icewalking (Movement 2 [environmental adaptation (ice), trackless (limited to ice)]), Thermal Vision (Senses 1 [infravision]).
Advantages: Accurate Attack, Benefit (Agile Climber), Defensive Roll, Language (English), Ranged Attack 1, Trance.
Skills: Athletics 4 (+8), Expertise: Art 4 (+5), Perception 4 (+6), Sleight of Hand 2 (+9).
Offense: Initiative +4, Unarmed +5 (Close Damage 1), Ice Shards +8 (Ranged Damage 12), Ice Breath -- (Cone Area Damage 8, Resisted by Fortitude), Ice Slick -- (Burst Area Affliction 8, Resisted by Dodge), Ice Binding +8 (Ranged Affliction 8, Resisted by Dodge).
Defense: Dodge 10, Parry 8, Fortitude 7, Toughness 10/8/2, Will 8.
Totals: Abilities 48 + Powers 48 + Advangtages 6 + Skills 7 + Defense 20 = 129 points
Complications: Responsibility--Motivation. Shyness.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Arkrite »

FuzzyBoots wrote: Sun Dec 10, 2017 2:04 pm
^_^ Well there is Super Grover.

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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

The Star of Africa

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Edet Cherono was more than a bit bemused by the turns that his life took after he was caught in an explosion of daka crystals and became something more and less than human. Like many of the people of Dakana, he had never expected to leave the land of his birth, and yet there he was, on his way to Claremont Academy in the United States. His homesickness was easily cured by regular internet chats with his family, but something else bothered him -- the odd feeling that he had been sent to Claremont as a way for King M'Balla to ease his conscience. Which made no sense, because as far as he could see, the King had not had anything to do with his transformation. Had he?

Putting such concerns aside, the Star of Africa was more than willing to lend his powers of light and energy to the assistance of several groups of Claremont students, beginning as a member of the Envoys and later following Crater over to the third group of Next Gen. It was while he was a member of the latter group that he discovered that his powers had expanded to include the ability to fly, with some tests suggesting that he would eventually be able to influence gravity by thought -- as though he truly was a star come to Earth. Edet found such suggestions a bit disturbing, and consciously chose to hobble himself.

At the same time, he found that he was beginning to experience stronger urges to return home, which he was only able to satisfy during school breaks. Each time he left, the urge to return immediately grew in intensity, and Edet realized that this was not something psychological. Shortly before his graduation, he managed to arrange a meeting with King M'Balla to discuss the situation. His awareness of the king's guilt and sorrow was even stronger in this meeting, and he finally asked the question that he had forced himself never to ask, all these years -- "Did you do this to me?"

The King sighed, and explained that he had not ... but that he did have knowledge of Edet's condition that had not been shared with the young man's physicians or family. Edet was not the first Dakanan whose body had been riddled by Daka crystals and transformed into a living star. It had happened roughly once a century, with the twentieth century seeing it happen twice. In every case, the Dakanan in question had eventually developed a compulsion to travel deep into the Earth and merge with the Dakana crystals in the earth beneath Dakana, a journey from which they never returned.

When King M'Balla had been younger than Edet, he had seen his father M'Zale struggle to save the previous Star from this fate, and fail. M'Balla was determined to succeed in finding a way to prevent this from happening to Edet, but in the event that he could not, he wanted Edet to have led as full a life as possible, exercising his vital powers in a world affording them scope. Unfortunately, all of the king's efforts, even when assisted by other brilliant scientists, had produced no way to end the calling.

Edet took the explanation surprisingly well. He was a loyal son of Dakana, and knew that the King had many burdens that he could not share with his people. He was certainly frightened of his dark fate, but he was confident that he would not meet it before M'Balla had done all that he could to prevent it from happening. Now that he understood what was happening, he would face his future as a man should.

In the years since, Edet has worked to resist the compulsion to meld into the Daka Crystals. So far, he has lasted longer without doing so than any previous living star, but he finds that he cannot travel more than a certain distance from the central lode without pain. However, that distance includes all of southern Africa, and so he travels frequently in the area, acting as a goodwill ambassador from Dakana in ways that the White Lion cannot.

Meanwhile, M'Balla has continued his efforts to save Edet, and his decision to step down as King in favor of his daughter was partially motivated by a desire to have more time to devote to this quest. Edet is a bit disturbed by the chaos that has resulted, but the new Queen has his complete loyalty, and he has clashed with the Red Hyena and his forces more than once.

Star of Africa -- PL 10


Abilities: STR 8/0 | STA 8/2 | AGL 8/0 | DEX 6/0 | FGT 6 | INT 2 | AWE 2 | PRE 2
Powers: Cosmic Energy Control (Flight 6; Array: Ranged Damage 10, AP: Healing 10, AP: Selective Insubstantial 3, DAP: Environment 10 [light 2], DAP: Ranged Cumulative Affliction 10 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Visual Senses, DAP: Visual Perception Area Cumulative Affliction 6 [Resisted by Fortitude; Impaired, Disabled, Unaware], Concentration Duration, Limited to Visual Senses), Enhanced Physique (Enhanced Agility 8; Enhanced Dexterity 6; Enhanced Stamina 6; Enhanced Strength 8; Immunity 5 [cold, disease, heat, poison, starvation and thirst]; Impervious Toughness 8).
Advantages: Diehard, Endurance, Language (English, Dakanan is native), Power Attack.
Skills: Insight 4 (+6), Intimidation 4 (+6), Ranged Combat: Cosmic Energy Control 4 (+10), Technology 4 (+6), Treatment 4 (+6).
Offense: Initiative +8, Unarmed +6 (Close Damage 8), Cosmic Energy Blast +10 (Ranged Damage 10), Light Blast +10 (Ranged Fortitude 10), Shining Star -- (Visual Perception Area Fortitude 6).
Defense: Dodge 12, Parry 10, Fortitude 12, Toughness 8, Will 6.
Totals: Abilities 28 + Powers 109 + Advantages 4 + Skills 10 + Defense 16 = 167 points
Complications: Doing Good--Motivation. Compulsion.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Voltron64 »

...Waitaminute, what about Zarana?
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Author's Note: Apologies for the lengthy delay, but the last week has been very busy, for some reason.

Zarana

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After the stultifying experiences she'd had at St. Trinian's and other girl's schools in the UK, Susanna Challenger found Claremont Academy a wonderful relief, and threw herself into the Claremont experience with all the enthusiasm she felt while moving through the trees of the Lost World. She made many friends, one mortal enemy -- Daisy Gibbons, once known as the Student Body and later Fatal Attraction -- and generally had a great time. Zarana -- to use her mother's name for her -- was genuinely surprised to be recruited for the Envoys, as she didn't really see herself as any sort of superhero, but she joined anyway and had fun pushing her talents to the limit.

The best part of the Envoys experience, to her, was that it got her close to Xymert, whom she'd been interested in for a while. Annoyingly, even when they were working together, he kept missing her obvious signals that she wanted to mate with him. Even her mother hadn't had this much trouble attracting her father's interest, surely! But giving up was not something Zarana had ever been good at. They kept up their dance all the way through high school, with Xymert somehow managing to completely miss the implications of the full-force tongue kiss she gave him after he came back from his last trip to Utopia. So frustrating.

Well, who knows, maybe if he had realized what was going on, she would have been too busy to realize what Daisy was doing to the faculty and expose her with the help of Chase Atom, resulting in her old enemy being expelled from school. That outcome was actually not what Zarana had intended -- since they were training to use their powers, and this was a pretty clever way to use one's powers, she'd expected the Student Body to only get chastised -- and she's actually not all that happy to have played a role in the birth of a notorious supervillain. But that's the way the cookie crumbles.

After graduation, she took a short trip back home to confirm to herself that there really wasn't room in the Lost World for two jungle lords, and decided to explore the outer world, coincidentally following the path through the world that Xymert has been tracing as the Envoy. She wonders how many times they're going to have to coincidentally run into each other before he gets the message. It's been quite a few already ... what is wrong with that boy?

To Zarana's masterful agility and training in acrobatics, she's added more skills acquired at the Claremont Academy, including some that she gleaned from observations of how Daisy Gibbons got things done. (The hunter should learn the predator's techniques.) She is still accompanied by her pet microraptor, Squeaker, whose lifespan will probably exceed her own.

Zarana -- PL 9

Abilities: STR 2 | STA 4 | AGL 7 | DEX 7 | FGT 12 | INT 0 | AWE 3 | PRE 2
Powers: Jungle Mobility (Leaping 2; Movement 6 [environmental adaptation (jungle), safe-fall, sure-footed 2, swinging, wall-crawling], Limited to jungle environments; Speed 2), Strong Swimmer (Swimming 1).
Equipment: Knife (Array: Strength-based Damage 1, AP: Strength-based Ranged Damage 1, Limited Range)
Advantages: Agile Feint, All-Out Attack, Animal Empathy, Attractive, Benefit 3 (agile climber, independently wealthy), Chokehold, Defensive Roll, Endurance, Equipment 1, Evasion, Favored Environment (Jungle), Fearless, Grabbing Finesse, Improved Hold, Improved Initiative, Improved Trip, Improvised Weapon, Languages 3 (Latin, Quechua, Spanish, Swahili, others), Minion 4, Move-By Action, Power Attack, Ranged Attack 2, Redirect, Taunt, Tracking.
Skills: Acrobatics 12 (+19), Athletics 10 (+17), Deception 6 (+8), Expertise: Survival 12 (+12), Insight 6 (+9), Perception 8 (+11), Persuasion 6 (+8), Sleight of Hand 4 (+11), Stealth 10 (+17).
Offense: Initiative +11, Unarmed +12 (Close Damage 2), Knife +12 (Close Damage 3), Thrown Knife +9 (Ranged Damage 3).
Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 7.
Totals: Abilities 74 + Powers 12 + Advantages 33 + Skills 37 + Defenses 13 = 169 points
Complications: Thrills--Motivation. Relationship (Xymert).

Squeaker -- PL 4

Abilities: STR -2 | STA 0 | AGL 6 | DEX -2 | FGT 7 | INT -4 | AWE 3 | PRE -2
Powers: Bite or Claw (Strength-based Damage 3), Jump (Leaping 1), Saurian Senses (Senses 4 [low-light vision, acute tracking scent, ultra-hearing]), Tiny (Permanent Shrinking 8, Innate).
Skills: Perception 8 (+11), Stealth 4 (+18).
Offense: Initiative +6, Claw or Bite +7 (Close Damage 1).
Defense: Dodge 7, Parry 7, Fortitude 5, Toughness 0, Will 3.
Totals: Abilities 16 + Powers 24 + Skills 6 + Defenses 6 = 52 points
Complications: Loyalty to Zarana--Motivation. Animal (no hands, can't speak).
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Apologies for the second lengthy delay, and I hope nobody's been worried about me. I'll start posting some more characters tomorrow, starting with a familiar face from an earlier iteration of this thread and then some updates from the original Hero High.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Voltron64 »

That's great news, Davies.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Titaness

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As she stood above the broken bodies of her parents, and first boyfriend, and best friend, and some other people she'd only met a couple of times but who seemed nice, all slain by the ruthless monsters who'd sought to steal the formula developed by her father's laboratory for their own twisted ends, Michelle Darling swore a mighty oath that she would never allow anyone else to be harmed in that way again, and so she drank the formula and ...

... and ...

Okay, that never happened. Nothing like that ever happened. Sometimes, though, Mickie finds herself thinking that something is wrong with her because nothing like that ever happened. But her basic honesty (and the fact that she gets phone calls from daddy pretty frequently, which would really mess up any attempts to claim that he's no longer among the living) keeps her from telling people such a completely invented story.

The truth is that when Mickie was just eighteen, her father's company developed what they thought was a safer synthetic derivative of manaka root, which they planned to market as a sports drink. Mickie happened to pay a visit to her father's offices on the day that the scientists gave him a presentation on the formula. She didn't understand a word that they were saying, but figured that a nice, refreshing sports drink would go over great after the tennis game she was going to play that afternoon.

So she popped into the laboratory, using the access code that daddy didn't realize he'd shown her, and took a whiff of the drink that she found in the refrigeration unit. It smelled kind of odd, so she decided to take a taste so that if it was utterly repugnant she wouldn't find that out later. In retrospect, taking that sip was the smartest thing she ever did. Finding out the very unusual interaction between the formula and her own biochemistry later, when she was on the tennis court for example, would have been incredibly embarrassing.

As it happened, growing to a height of twenty-four feet was only moderately embarrassing, and it was probably just as embarrassing for the poor lab technicians who found her as it was for her. Which didn't stop her from screaming her head off as she tried to cover herself. Eventually, Mickie was coaxed back to normal size. Well, normal for someone. In addition to giving her the power to grow to an enormous size, her "un-grown" size was now over six feet tall and much more -- shall we say, "athletic"? -- than she had been before.

After all that, the only thing that Mickie could possibly do was go out and try to fight crime. What was she supposed to do, get a job in the construction business? Seriously? Fortunately, it was pretty easy to get ahold of some morphic molecule-imbued clothes so that she wasn't violating any laws against public nudity. After the Grue Invasion, she accepted the invitation from the Freedom League to become part of the group, and has been there ever since.

Despite Mickie's occasional frivolity -- she's an absolutely awful gossip, and went through a grand total of sixty-four costume changes in her decade long career as a superhero -- she was well respected by her team-mates. She was known for keeping a level head in crisis situations, for being an encouraging and friendly voice on missions, and for being a bit more approachable than many of the more senior members of the Freedom League. She actually came in a close second to Lady Liberty when the League held open elections for a leader during a period when Captain Thunder was incapacitated, and proved to be a big help (no pun intended) to Nancy Gardener on the administrative end of the League.

It was for the latter reason that Callie Summers, preparing for her mayoral run, offered Mickie the position of headmaster of Claremont Academy and commander in chief of the Next Gen when Gabriel Marquez announced his planned retirement. Extremely uncertain of the idea of being an educator when she'd never bothered with post secondary education, Mickie also believed that she was disqualified on the grounds that her lack of a secret identity would expose the Academy's secret. Callie just smiled.

It's never a good sign when any of the Ravens smiles. One elaborate hoax involving supposed parallel world doppelgangers later, everyone was firmly convinced that Michelle Darling had never been Titaness, and the stage was set for her to become headmaster of Claremont Academy, where she's settled in rather well. The job is pretty exciting, and she gets to pass on her own hard-learned lessons about being a superhero in the modern day, with a number of different perspectives on how things work than Duncan Summers had. She does miss being Titaness sometimes, and welcomes her infrequent chances to join "her kids" in the field.

Titaness -- PL 11

Abilities: STR 16/4 | STA 16/4 | AGL 2 | DEX 2 | FGT 6 | INT 3 | AWE 3 | PRE 4
Powers: Flight Gear (Flight 7, Quirk [not while grown], Removable), Size Changing (Growth 12 [+12 STR, +12 STA, +6 Intimidation, +1 Speed, -12 Stealth, -6 Parry, -6 Dodge], Linked Impervious Toughness 12, Quirk [ranks equal to current active growth]).
Advantages: All-Out Attack, Defensive Attack, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Interpose, Leadership, Set-Up, Teamwork.
Skills: Athletics 4 (+20/+8), Expertise: Administration 4 (+7), Expertise: Popular Culture 8 (+11), Insight 6 (+9), Intimidation 4 (+14/+8), Perception 8 (+11), Persuasion 6 (+10).
Offense: Initiative +6, Unarmed +6 (Close Damage 16).
Defense: Dodge 10/4, Parry 10/4, Fortitude 16/4, Toughness 16/4, Will 6.
Totals: Abilities 56 + Powers 45 + Advantages 11 + Skills 20 + Defenses 15 = 147 points
Complications: Doing Good--Motivation. Responsibility (Claremont Academy). Secret Identity.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Yojimbo »

There aren't enough Janet Van Dyne expies. I like this one.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Yojimbo wrote: Mon Jan 08, 2018 7:15 pm There aren't enough Janet Van Dyne expies. I like this one.
Well, maybe Ant-Man and the Wasp will change that. Thanks!
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Yojimbo »

Davies wrote: Mon Jan 08, 2018 7:35 pm Well, maybe Ant-Man and the Wasp will change that. Thanks!
Maybe. Hope is already neither as bubbly nor as fashion-conscious as Janet, so I'm not expecting too much.

I like Titaness because of that personality, and the fact that she became a superhero to have fun, not because of a tragic past. That is vanishingly rare among the superhero set.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Voltron64 »

I miss Marvel Adventures...
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Navigatrix

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The Navigatrix ('Trix' to those who know her well) has watched the family that grew up around her in her journeys before she came to 'Earth-Prime' (or Earth-502, or 'Soteria', to use her own code name) slowly break apart, with most of the Alterniteens moving on to other goals -- or in one case, meeting tragic ends. While Navigatrix knows no fear, she does know pain and grief and regret. But the mission remains, even if sometimes she wonders at the logic of rescuing super-powered children from breaking worlds, only to send them back into battle so they risk those rescued lives to save others. And her family grows larger, as well.

These concerns, particularly stimulated when Agent Hope gave the team a rather scathing dress down about their tactical difficulties, noting that Navigatrix, the most strategically important member of the group, was also the most fragile and the least well-armed, entirely dependent on her teammates for protection. That comment stuck with her, and so she began to examine some of her rarely used subprocesses in order to develop some additional combat capacities. Her ability to open portals to damaging environments developed as a result, as did her methods of strengthening dimensional space to prevent incursions.

The latter -- or rather a quickly improvised set of processes using those methods -- came in very handy when the current group of Alterniteens encountered the Looking Glass Gang while visiting Changeling in Bay City. Navigatrix was shocked and horrified to encounter another Matrix, and one who had been so badly damaged as to join criminals in their activities. While she was able to counter the Red Queen's time manipulation abilities, the Gang were able to escape. Navigatrix wants to rescue and repair the Red Queen, and so has another tie to this world and its peoples.

If not for such bonds, it's likely that she would have accepted the dissolution of her family with better grace and moved on, searching for other safe havens and those in need of them. She is somewhat amused by the fact that this particular safe haven is a world known to the Terminus, and thus a world which risks destruction every day. Yet it is also a world that has overcome the Terminus, and that gives her some hope that it can be done again.

Navigatrix -- PL 9

Abilities: STR 7 | STA 7 | AGL 1 | DEX 2 | FGT 6 | INT 3 | AWE 2 | PRE 1
Powers: Advanced Construct (Immunity 30 [Fortitude]; Protection 1), Anti-Gravity (Flight 3), Dimensional Circuits (Array: Cone Area 2 Damage 9, Variable [environmental effects], AP: Cloud Area Close Range Nullify Dimension Powers 9, Concentration, Simultaneous, AP: Burst Area 2 Teleport 5, Affects Others and Self, Extended, Standard Action, AP: Burst Area 2 Movement 3 [dimensional], Affects Others and Self, Standard Action), Sensors (Senses 7 [detect dimension, dimensional awareness, direction sense, distance sense, low-light vision, time sense, tracking]), Universal Translator (Comprehend 2 [speak and understand all languages]).
Advantages: Eidetic Memory, Fearless.
Skills: Expertise: Dimensional Explorer 10 (+13), Expertise: Physical Sciences 8 (+11), Insight 4 (+6), Investigation 8 (+11), Perception 6 (+8), Persuasion 6 (+7), Stealth 4 (+5), Technology 8 (+11).
Offense: Initiative +1, Unarmed +6 (Close Damage 7), Dimensional Discharge -- (Cone Area Damage 9).
Defense: Dodge 8, Parry 6, Fortitude Immune, Toughness 8, Will 9.
Totals: Abilities 58 + Powers 74 + Advantages 2 + Skills 27 + Defenses 14 = 176 points
Complications: Responsibility--Motivation. Alien. Enemy/Relationship (the Red Queen).
Last edited by Davies on Fri Jan 12, 2018 11:21 pm, edited 1 time in total.
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Arkrite »

That is kind of funny, isn't it? Making your home the biggest bulls eye for the terminus in existence.
Fun place though ;~)
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Re: World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

Post by Davies »

Arkrite wrote: Wed Jan 10, 2018 4:12 am That is kind of funny, isn't it? Making your home the biggest bulls eye for the terminus in existence.
Fun place though ;~)
True enough. She does know about several universes that have never discovered or been targeted by the Terminus which might make better bases, most notably the reality she's dubbed Agathotopia -- Changeling's homeline -- but none of them have the history of resisting the Terminus three times. And Agathotopia in particular is too pacifistic to be really 'safe'.
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