Heritage367 and his Hall of Heroes!

Where in all of your character write ups will go.
Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Heritage367 and his Hall of Heroes!

Post by Heritage367 » Wed Dec 06, 2017 7:42 pm

Hi all! Setting up shop here. I was active on the old boards, looking to find a few more games.

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Ken
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Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, IL, Earth-Two

Re: Heritage367 and his Hall of Heroes!

Post by Ken » Wed Dec 06, 2017 7:44 pm

Welcome.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Wed Dec 06, 2017 7:59 pm

Image

SLITHER
Power Level: 10 (150/150PP)
Tradeoffs: -2 Toughness/+2 Defense
Unspent PP: 0
In Brief: Former MI6 agent with stretching powers
Alternate Identity: Isabel Sterling
Identity: Secret
Birthplace: Islamabad, Pakistan
Occupation: Freelance investigator
Affiliations: None currently, formerly MI6
Family: Sir Henry Albert Sterling KCMG (father), Lady Anna Marie Sterling (mother)

Abilities: 4 + 6 + 12 + 6 + 4 + 8 = 40PP
Strength: 14 (+2)
Constitution: 16 (+3)
Dexterity: 22 (+6)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 18 (+4)

Combat: 10 + 12 = 22PP
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Attack: +5, +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged
Grapple: +23/+25 (+10 Melee, +6 Grappling Finesse, +7 Elongation [+2 if using Addl. Limbs])
Defense: +12 (+6 Base, +6 Dodge Focus)

Saves: 0 + 7 + 6 + 8 = 21PP
Toughness +8 (+3 Con, +5 Defensive Roll)
Fortitude +10 (+3 Con, +7)
Reflex +12 (+6 Dex, +6)
Will +10 (+2 Wis, +8)

Skills: 80R = 20PP
Acrobatics: 4 (+10)
Bluff: 6 (+10)
Computers: 2 (+5)
Diplomacy: 6 (+10)
Disable Device: 7 (+10)
Drive: 1 (+7)
Escape Artist: 7 (+13, +20 w/ Elongation)*
Gather Information: 6 (+10)*
Knowledge: Current Events: 2 (+5)
Knowledge : Streetwise: 2 (+5)
Languages: 7 (Cantonese, English [native], French, Hindustani, Japanese, Mandarin, Pashto, Russian)
Medicine: 3 (+5)
Notice: 8 (+10)
Search: 3 (+5)
Sense Motive: 8 (+10)
Sleight of Hand: 4 (+10)*
Stealth: 4 (+10)*

Feats: 24PP
Attack Focus 5 (Melee)
Benefit: Ambidexterity (Hands and feet)
Benefit: Wealthy
Connected
Defensive Roll 5
Dodge Focus 6
Equipment 1
Evasion
Grabbing Finesse
Improved Grab
Improved Grapple (free w/ Additional Limbs)
Improved Initiative
Improved Pin
Skill Mastery* (Escape Artist, Gather Information, Sleight of Hand, Stealth)
Uncanny Dodge
Well-Informed

Equipment: 1PP = 5EP
Binoculars 1EP
Commlink 1EP
Handcuffs 1EP
Lockpicks 1EP
Multi-tool 1EP

Powers: 2 + 10 + 7 + 2 + 8 = 29PP
Additional Limbs 2 (Both Legs) [2PP] (Mutation)
Drain Wisdom 10 (Extras: Poison, Flaws: Permanent) [10PP] (Mutation)
Elongation 7 (500 feet) [7PP] (Mutation)
Super-Movement 2 (Slithering, Trackless) [4PP] (Mutation)

Device 2 (Slither Suit; 10PP Container; Flaws: Hard-to-Lose) [8PP] (Technology)
Concealment 4 (All Visual Senses, Flaws: Blending) [4PP]
Immunity 1 (Cold environments) [1PP]
Super-Movement 2 (Wall-Crawling 2) [4PP]
Super-Senses 1 (Low Light Vision) [1PP]

Drawbacks: (-6) = -6PP
Vulnerability (Cold Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]

Weakness (Cold environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP]

DC Block
Unarmed Touch Range Attack: DC 17 Toughness vs Damage
Drain Touch Range Attack: DC 20 Fortitude vs Drain

Abilities 40 + Combat 22 + Saving Throws 21 + Skills 20 + Feats 24 + Powers 29 - Drawbacks 6 = 150/150 Power Points

Description:
Age: 26 (March 29th, 1992)
Gender: Female
Height: 5’6”
Weight: 125 lbs.
Eyes: Brown
Hair: Brown

Isabel is an attractive young woman of English ancestry; she's typically dressed in very chic designer clothes typical of the 'horsey set', lots of Burberry tweed, scarves and boots, and always complimented by a pair of elegant leather gloves. When she's not dressing up or just hanging out with friends, she dresses for comfort, usually in sweaters or blouses and comfortable slacks, but she still wears gloves of some sort.

As Slither, she wears a full body suit in black and gray made of a special mimetic, thermally-neutral material that refracts all wavelengths of light as well as dampening heat signatures; it makes her very hard to see, but if she moves too fast the photocells struggle to match her movement, and a distinctive ripple may be seen. A pull-up hood and facemask hide her face, and also includes light magnifying goggles for nighttime operations. The hands and feet also include adhesive padding to allow unimpeded movement on walls and ceilings. Lastly the suit is insulted to offer some protection from the cold, which otherwise drastically impairs Slither's performance.

History:
Isabel Sterling (‘Izzy’ to friends and family) was born March 29th, 1992 into a well-respected family that has been part of Her Majesty's Government for over a century, mostly in the Colonial and Foreign Offices (now combined into the Foreign and Commonwealth Office, or FCO). Her father is Sir Henry Albert Sterling, the former High Commissioner to Pakistan, and her mother Anna is a diplomatic translator born and raised in Hong Kong, who met her father through the Queen's Service.

Izzy spent much of her childhood living with her family in India and Pakistan, where she developed an interest in Asian languages. While she attended International schools in Islamabad and New Delhi for her primary education, there was never any doubt that she would return to England for university. She inherited her mother’s gift for languages, and was conversant in four languages by age six, and fluent in eight by the time she started university.

It was while she was at Cambridge majoring in Politics and International Studies that she was recruited by the Secret Intelligence Service (MI6); the excitement of espionage work intrigued her, and she knew her knowledge of South Asia would prove invaluable in the field. After she completed her studies, she was assigned a cover position as a translator at the British Trade and Investment Office in Lahore, which gave her many opportunities to gather intel on Pakistani business leaders possibly supporting anti-Western interests. She never revealed her undercover status to any of her coworkers, and was very popular among her peers.

Then one day in 2015, the BTIO delegation was stopped on the road near Peshawar; all occupants were dragged out of their vehicles, beaten and thrown into trucks that made for the Afghan border. Once there, their captors delivered them to a heavily-armed camp where a huge Russian mercenary brutally questioned them all in turn. Isabel soon figured out that she was the prize he was looking for, and she offered to provide him with information as long as he let the others go free. The Russian, who his followers called 'the Black Dragon', gleefully agreed and then turned his full attention to breaking Isabel.

This began a harrowing ordeal that lasted two weeks; the young agent was given numerous drug injections, forced to go for days without food, sleep or water and subjected to a barrage of questions that didn't make any sense. Snakes were randomly thrown into her cell at night by her laughing guards, biting her again and again, leaving dark purple wounds on her arms and legs. Finally Isabel became feverish and collapsed into unconsciousness.

When she at last woke up, her mind was clear for the first time in days; the bites on her arms and legs had faded and an odd warmth spread throughout her whole body. Somehow she knew she was different, changed. Isabel walked up to the bars of her cage, took a deep breath, and squeezed right through.

Several days later, she showed up out of the blue at the High Commission in Islamabad, stunning the Diplomatic Service who assumed she was dead. The full details of her capture and escape were never revealed to the press, but since her security clearance was in tatters, SIS was forced to let her go.

Now out of work but possessing amazing new abilities, Izzy decided to pursue the Black Dragon on her own, determined to bring down his organization by any means necessary, though is reluctant to use deadly force. Her efforts have been fairly successful over the last two years, but she’s just discovered he’s fled to the US; the game, as they say, is afoot...

Personality & Motivation:
Most of Izzy's childhood was spent in South Asia, where she grew up around diplomats and the children of diplomats, giving her a very multicultural perspective. She's always been a team player, and though she's thoroughly competent and capable of working on her own, she misses being part of a group like she was back at uni or in the Queen's Service. Her normally outgoing attitude has been somewhat diminished by the events back in Afghanistan, especially by the changes to her physiology which have made human interactions more difficult. Her upper class manners and 'good breeding' might make people think she's a bit of a stuffed shirt, but Izzy is actually very warm and approachable once you get to know her, and can be a lot of fun if she allows herself to relax.

In her heart, Isabel is still a patriot, and the fact that monsters like Dragomirov walk the earth fill her with a cold fury. She may not be part of the SIS anymore, but she can still do her bit, which sometimes includes taking on freelance jobs for people who's problems with the criminal element that can't be solved by traditional means.

Powers & Tactics:
There are very few places Slither can't get into if she's really determined; between her serpentine abilities and her custom-made 'Slither suit', she's extremely sneaky and hard to pin down. If she was of a more criminal mind, she'd be a highly successful thief, but she's not hurting for money and is passionate about justice. Unfortunately she is now much more sensitive to cold, and the befuddling toxin she secretes can't be turned off.

Izzy's built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like.

Complications:
Enemy: Arkady Ilyich Dragomirov, aka 'The Black Dragon', a former member of the Spetsnaz GRU, now a metahuman gangster operating somewhere in the US. It was Dragomirov's men who captured Izzy and her team in Afghanistan, and it was during her captivity and mistreatment that her abilities first emerged, allowing her to escape. She has vowed to see him brought to justice.

Pop Culture Illiterate: Growing up in the world of diplomacy and international travel, Izzy didn't have a lot of time to go to the cinema or watch the telly; besides books were far more interesting and portable. Because of this, she doesn't always get the jokes and references of more media-savvy individuals.

Posh: Izzy comes from an upper class English family, attended Cambridge and speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK.

PTSD: Isabel still has a lot of unpleasant memories of her captivity, leading to heightened vigilance, nervous tension and occasional nightmares. She's been seeing a therapist for over a year, but she still has a lot of work to do.
Last edited by Heritage367 on Wed Dec 06, 2017 8:43 pm, edited 5 times in total.

Hoid
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Location: The Forever Tree

Re: Heritage367 and his Hall of Heroes!

Post by Hoid » Wed Dec 06, 2017 8:00 pm

Yay! 2e! W00t!

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Wed Dec 06, 2017 8:02 pm

Still trying to get her into a more stanard format; she's a port from another site.

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Wed Dec 06, 2017 8:08 pm

I'm thinking of adjusting her Drain attack; right now, I think it's much more likely to knock someone out rather than give her the option to just make them more pliable. Any suggestions would be greatly appreciated!

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Wed Dec 06, 2017 8:15 pm

Ken wrote:
Wed Dec 06, 2017 7:44 pm
Welcome.
Thanks!

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Wed Dec 06, 2017 8:16 pm

Hoid wrote:
Wed Dec 06, 2017 8:00 pm
Yay! 2e! W00t!
I like both editions, but for a character with an espionage background, 2e makes more sense.

Jabroniville
Posts: 8032
Joined: Fri Nov 04, 2016 8:05 pm

Re: Heritage367 and his Hall of Heroes!

Post by Jabroniville » Thu Dec 07, 2017 7:24 am

Hey man, welcome! Glad to have you aboard :).

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Thu Dec 07, 2017 7:27 am

Jabroniville wrote:
Thu Dec 07, 2017 7:24 am
Hey man, welcome! Glad to have you aboard :).
Thanks!

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Thu Dec 07, 2017 7:27 am

Image

Name: Deep Freeze
Birth name: Anna Fries
Occupation: Engineer/Adventurer
Base of Operations: Coast City, CA
Affiliation: Young Injustice
Age: 23
Height: 5’2”
Weight: 113 lbs.
Eyes: Pale blue
Hair: White-blonde
Power Level: 9

ABILITIES
Strength 0
Stamina 0
Agility 0
Dexterity 2
Fighting 0
Intellect 5
Awareness 2
Presence 0

POWERS
'Snowsuit' (Removable Device, -8 pp, 33 pp total)
• Protection 10 (Impervious 9) – 19 pp
• Radio Communication 2 - 8 pp
• Immunity 10 (Life support) - 10 pp
• Senses 4 (Direction Sense, Infravison, Low-light Vision, Time Sense) - 4 pp

Cryokinesis (Array, 31 pp total)
• Continuous Precise Create 9 – 28 pp
AP: Penetrating Precise Ranged Damage 9 - 1 pp
AP: Selective Environment 4 (Cold 2, Impede Movement 2, Visibility 2) - 1 pp
AP: Ranged Cumulative Affliction 9, Extra Condition, Resisted by Dodge, Limited
Degree (Hindered and Vulnerable, Defenseless and Immobilized) - 1 pp

Altered Physiology
• Immunity 1 (Cold) - 1 pp

EQUIPMENT
Laptop computer– 1 ep
Smartphone (camera, Internet) – 3 ep
Tool kit - 1 ep

ADVANTAGES
Attractive
Eidetic Memory
Equipment 1
Improvised Tools
Inventor
Skill Mastery (Technology)

SKILLS
Deception 0 (+0/+2)
Expertise: Cooking 1 (+6)
Expertise: Eidetic Memory 0 (+5)
Expertise: Engineering 10 (+15)
Expertise: Science 5 (+10)
Insight 3 (+5)
Investigation 1 (+6)
Perception 3 (+5)
Persuasion 0 (+0/+2)
Ranged Combat (Cryokinesis) 7 (+9)
Technology 14 (+19)

OFFENSE
Initiative +0
Ice Blast +9 (Multi-Attack Penetrating Ranged Damage 9)
Ice Prison +9 (Ranged Cumulative Affliction 9)

DEFENSE
Dodge 6
Parry 6
Fortitude 6
Toughness 10/0
Will 8

APPEARANCE
Anna is an attractive young woman with a number of unusual physical attributes; her skin is extremely pale and noticeably cool to the touch, her blonde hair is so light that it's practically translucent, and she's typically surrounded by an aura of cold, at least when she's outside her 'snowsuit'. Normally she dresses in dark colors and shades, such as black, charcoal gray, eggplant and deep maroon or burgundy. She's very self-conscious about her pale skin, so she tries to cover it up with jeans, long-sleeved shirts and sweaters; she has to be very comfortable with a person to wear a T-shirt, halter top or dress in front of them.

Her 'snowsuit' is an armored protective garment of her own design, one of the first things she worked on a GlobalGreen Corp; the basic elements have been made available to the public for a wide variety of industrial and scientific applications, but Anna's suit is lighter, more durable and built from the ground up to work with her cryokinetic powers. The full head helmet is constructed so that it can automatically fold up into a storage area area between the shoulder blades.

PERSONALITY
Prior to her transformation, Anna was a fairly normal young woman, if a bit guarded; nowadays, the walls are definitely up. She doesn't make friends easily, but is fiercely devoted to them once the bond is created. Her sense of humor is fairly dark and sarcastic, but rarely cruel; she remembers what it was like to be ostracized by her peers. She enjoys reading (mostly books on scientific subjects), watching movies and a spirited game of ping-pong.

BACKGROUND
With her mother dead and her father a criminal, the courts awarded custody of young Anna Fries to her mom's sister; Philip and Claire Fontaine had no children of their own and raised her well, but she had a tough go of it at school, due to other kids giving her grief over her dad's crimes. The Fontaines suggested she should take their name, but Anna stubbornly refused; Victor Fries was her father, and she could take care of herself.

Anna threw herself into her studies and after graduating from Gotham Prep, she got into Gotham University on a full academic scholarship, majoring in electrical engineering and computer design. She was part of the team assigned to maintaining GU's supercomputer, the cores of which are super-cooled with liquid nitrogen.

One night, her criminal father dragged himself into the computer lab, badly injured by a fight with Batman; though they'd been estranged for years, she took pity on him and helped repair his damaged suit. But it was a temporary fix only, and he needed to get back to his super-cooled lair; she was deeply conflicted about this, but her father appealed to her sympathy, apologizing for never being there for her when she was young. She reluctantly agreed, sneaking him into a campus maintenance van and driving him to his remote lab.

Her father started doing much better once he was in a chilled environment; Anna was amazed to see some of the technology he'd been working on, and they began to exchange eager shop talk. For a little while, she was able to forget the many horrible things he'd done over the years, and they actually connected for the first time as father and daughter. She was, however, horrified to come upon the special coffin he kept the remains of Nora frozen in; seeing her mother, beautifully preserved in sub-zero cold, was extremely traumatic. Victor sadly extolled the many virtues of her departed mother, stating he could never be without her.

Just then, a special police unit surrounded the lab and demanded that Freeze and his 'accomplice' come out; Anna was about to turn herself in, but Victor forbade her and grabbed her with his powerful suit. The police began to fire gas rounds into the lab, one of which struck a critical component of the cooling equipment, which led to a rupture. The lab was soon full of a weird mix of ice and fire! Anna became pinned under a piece of wreckage, and called out to her father for help, but given the choice of saving his living daughter and his frozen wife, with heavy heart he chose the latter. Anna cursed his name as she passed out, her father's experimental coolant seeping over her unconscious form...

She awoke in Gotham Memorial Hospital, in a room with the thermostat set as low as possible; the doctors explained that contact with her father's unusual coolant, which had been absorbed into her skin, had fundamentally changed her physiology. Her core body temperature now hovered around 50 degrees Fahrenheit, and she had only returned to consciousness once they cooled the room enough for her body to function properly. During her physical therapy, she began to discover that her father's 'curse' also granted her amazing control over ice and cold.

The young metahuman finished her graduate studies at GU with some difficulty, now more a pariah than ever; with a master's degree in computer and electrical engineering in her hand, she tried to enter the job market with little success. Finally a mysterious email from GlobalGreen Corp brought her face-to-face with Andre Luthor, her new employer.

COMPLICATIONS
Motivation: Acceptance. Anna can't change who she is, or the fact that her dad is a psychotic criminal jackass, but she can prove to the world that she is NOT her father, is NOT going to 'turn evil' and IS capable of making the world a better place. She also wouldn't mind sticking it to her dad every now and then...

Relationships: Adoptive Family. Anna loves her aunt and uncle, and frequently worries about their well-being. Since her transformation, the Fontaines have gone into hiding under a new name, but a clever criminal could probably still track then down.

Reputation: Daughter of Mr. Freeze. Despite her many heroic and scientific endeavors, many people only see her father when they look at Anna.

Weakness: Heat. Any temperature about 50 degrees F (10 degrees C) begins to make Anna physically ill, and she is more susceptible to heat-based attacks.

The Big Chill: Her altered physiology doesn't make close personal relationships impossible, but it does make them much more challenging.

"I'll have the salad.": Anna can no longer consume hot food or beverages; she does, however, get very creative with salads, sandwiches and cold soups, and eats lots and lots of leftovers.

POWER POINTS
Abilities 18 + Powers 65 + Advantages 6 + Skills 22 + Defenses 24 = 135 Total

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Thu Dec 07, 2017 7:29 am

This is one my favorite builds from RA, from a game set in the DCU; I think Anna's origin makes perfect sense for an unfortunate hero from Gotham.

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Thu Dec 07, 2017 7:36 am

Image

Name: Grisselda of Avalon
Base of Operations: Freedom City
Age: Unknown
Height: 6”
Weight: 4 oz.
Eyes: Black
Hair: Brown
Power Level: 9

ABILITIES
Strength -3
Stamina 0
Agility 3
Dexterity 2
Fighting 0
Intellect 2
Awareness 2
Presence 2

POWERS
Faerie Nature
• Comprehend 2 (Speak and Understand All Languages) - 4pp
• Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings) - 5pp
• Immunity 2 (Aging, cold) - 2pp
• Senses 7 (Accurate Extended Hearing, Darkvision, Vision Counters Illusions) - 7pp
• Shrinking 12 (Innate, Permanent) - 13pp

Elfshot Bow (Easily Removable array, -10pp [17pp total])
• Cumulative Ranged Subtle Affliction 8 (Hindered, Immobile, Paralyzed, Resisted by Will) - 25pp
AP: Cumulative Ranged Subtle Affliction 8 (Fatigued, Exhausted, Incapacitated, Resisted by Will) - 1pp
AP: Cumulative Ranged Subtle Affliction 8 (Dazed, Compelled, Controlled, Resisted by Will) - 1pp

Wand of Illusion (Easily Removable array, -8pp [12pp total])
• Illusion 5 (Audible, Olfactory, Visual) - 20pp

Faerie Purse
• Feature 1 (Extradimensional pocket) - 1pp

ADVANTAGES
Defensive Roll 2
Evasion 2
Hide in Plain Sight
Skill Mastery (Stealth)
Tracking
Uncanny Dodge

SKILLS
Deception 8 (+10)
Expertise: Hunting 3 (+5)
Expertise: Popular Culture 1 (+3)
Insight 8 (+10)
Perception 8 (+10)
Persuasion 3 (+5)
Ranged Combat (Elfshot) 8 (+10)
Stealth 4 (+19)
Treatment 3 (+5)

OFFENSE
Initiative +3
Elfshot +10 (Ranged Affliction 8, Will DC 18)

DEFENSE
Dodge 10
Parry 10
Fortitude 8
Toughness 8/0
Will 10

BIO
Grisselda comes from beyond the Veil in Avalon, the land of the Fae; essentially ageless, she found life amongst the Court of the Summer Queen had become as boring as cattail fluff, until one day a mortal wizard came over in search of rare magical items. Fascinated, she followed him for several days, flitting from tree to tree, just out of sight; this was a creature of purpose! When he finally reopened a portal to return to the mortal world, she decided to tag along, and found herself in Freedom City, the least boring place on Earth!

Though she was frightened at first, in time she became more confident and bold as she studied this wonderful new place, especially by seeing movies, plays and listening to the radio; just like back home, there were wondrous beings here known as 'heroes'. It seemed their lives were very exciting, so she decided to become one as well; she chose Freedom City as her 'realm' to protect and Riverside as her home, due to the many fascinating and colorful bohemians who live there.

The only mortal she calls her friend is Andrew Orlando, the proprietor of The Never-Ending Story, a used bookstore in Riverside; though he's never succeed in getting her to read any books, she loves to look at all the pictures in them, and Andrew often shares his dinner with her. He also lets her use his Philco Baby Grand for both entertainment and police band scanning, a big help for her crime-fighting. She currently lives at the store in a shoebox high up on a shelf, packed full of shiny odds and ends she's discovered in her travels; her most prized possession is her Captain Midnight Code-O-Graph secret decoder badge.

APPEARANCE
Standing a mere six inches tall, Grisselda is downright tiny; her skin is pale, her ears are pointed, and her dark hair is an unruly mop. Her twinkling eyes are black, but they glow blue in the firelight. Two pairs of slender gossamer wings sprout from between her shoulder blades, hanging down like a cape when she's at rest. Normally she wears a dark brown jerkin, gloves and boots made from batskin leather, and dark green spider-silk hose, but she's recently added a miniature M1 helmet, though no one knows how she got it. A small pouch on her waist is much deeper than it appears, and it's here that she keeps her trusty bow and wand of illusions when she doesn't need them.

PERSONALITY
Charming, vain and mischievous, Grisselda has much in common with the rest of her race, but she was born with a spark of curiosity, especially about the Big Folk. She enjoys playing tricks on them, but also can't resist helping them when they are in need, especially now that the specter of war looms over the land. Griz also enjoys collecting small shiny objects, such as coins and jewels, though she has little real need of them.

TACTICS
Due to her diminutive size and flight capabilities, Griz is very hard to see when she doesn't want to be seen, and it's from the shadows that she takes aim with her silver elfshot bow; her magic arrows are hard to see, just a quick glint of light and a little pinch like a mosquito bite. Depending on which type she fires, her victims either fall asleep, are paralyzed or compelled to follow her verbal commands. She also uses her wand of illusions to trick and confuse her foes.

COMPLICATIONS
Motivation: Responsibility. Grisselda has sworn to protect her adopted city, much like she served the Court of the Summer Queen back home.

Curiosity: Pointed ears aren't the only thing she has in common with cats; Griz can't resisted poking her tiny nose into things that intrigue her.

Illiterate: While Griz can speak and understand any spoken language perfectly, she is unable to read, and shows no interest in learning to do so.

Weakness: Traditional wards. Touching iron is painful to Grisselda, and she cannot cross a barrier of salt.

Power Points:
Abilities 22 + Powers 61 + Advantages 8 + Skills 23 + Defenses 21: 135 Total

Heritage367
Posts: 43
Joined: Sun Dec 03, 2017 6:04 am

Re: Heritage367 and his Hall of Heroes!

Post by Heritage367 » Thu Dec 07, 2017 7:38 am

And another RA fave, my take on the Wasp/pixie heroine. This game was set during WW II, and was a lot of fun.

Jabroniville
Posts: 8032
Joined: Fri Nov 04, 2016 8:05 pm

Re: Heritage367 and his Hall of Heroes!

Post by Jabroniville » Thu Dec 07, 2017 9:47 am

Cute pics! Kristen Bell is just adorable as hell, and one of the funniest Disney Princesses to boot!

I'm digging the idea of Mr. Freeze's daughter growing up to be someone immediately thought of as a super-villain- gives her something to fight against.

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