Atrond Academy 3e [OOC]

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Imbasel
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Atrond Academy 3e [OOC]

Post by Imbasel »

Modern Superhero Game; Hero High Style;

Players will be new students at Atrond Academy PL 8; 120pp

Recruiting 4-5 PCs

Below is the setting information for reference:

Setting: Real Earth, but with the following changes

Super Beings (SB) or Mutants (M) have always been around. History has shown that they've been active in humans lives for thousands of years, with scientist estimating that they have existed since the dawn of mankind. Until about 95 years ago, "specials" kept to themselves and there were few in number, and most did not possess obvious powers. World War I changed all that. With the beginning of the war supers and mutants began appearing on both sides in a surprising number, and while the war ended in an Allies victory nothing remained the same. These new class of people created their own problems so after World War II, the United Nations created a new division called the International Bureau of Specials (IBS) whose mandate is help train new people with powers.

Super Beings: Tend to have abilities that are more physical.

Mutants: Powers are more mental in nature.

The Pubic: The public's view of the people with powers has always been mixed, with many jealous of their abilities, as well as fearful. However, for just as many there are those who love and adore people with powers so until something happens supers, and mutants are for the most part tolerated(tolerated being important.)

The Academy's: The IBS in the past 10 years have begun to open Academy's throughout the globe with each continent having at least 1 Academy that specials are sent to and paid for by the United Nations. The Atrond Academy is located on what used to be 3 Miles island and with the power of powerful supers was moved to the edge of the Long Island , to help prevent any mishaps. The other Academy in North America is located in Denver, Colorado.

Atrond Academy: The most successful academy so far this has produced such heroes such as Dr.Time, the master of space time, but it has unleashed a villains a prominent example of this is Gidar, a man who has powerful radiation abilities.

1. Recent History: In terms of recent history the world of the story mirrors our own in the grand scheme in terms of leaders, major disasters and the like. The response of course looks different, but the general world is a mirror of our own. The notable exception to this is that the United States and Russia are involved in a war. The cause for the war was the villain Gidar mentioned earlier. A Russian citizen he managed to earn a prominent position in the country after leaving graduation from Atrond Academy. He has gathered millions of Russian followers with promises to restore Russia to its former self. This has caused a civil war in Russia. The involvement of the United States is due to a bombing that occurred in Times Square on the 15th anniversary of September 11th. Gidar was blamed for it, it was a radioactive blast, and Russia was unwilling to turn him over. The situation is complicated with Russia asserting that Gidar was to go through its legal system and was unwilling to turn him over. However, with the civil war that is the least of Russia's concerns. The civil war began in earnest about 1 month before our story begins. The United States declaration of war came after a close vote in the days preceding the story's start.

2. Super/Mutant divide: The term Super and Mutant are more of a term used by the general public. Most powers are genetic in nature, although the reason for individual powers is still uncertain. Individuals can have a mix of both physical and mental powers, although it is not as common as just physical or mental.

3. Source of Powers: The source of powers is generally genetic with two notable exceptions. Magic is real although is extremely rare with less than 1,000 mages in existence. Magic follows one of two paths, those who study and train are called mages reading ancient tomes. The rarity exists in sorcerers whose powers are completely internal. Of the two sorcerers tend to be far more powerful, but they are extremely rare. Finding a sorcerer among a group of mages is akin to finding a needle in a pile of needles.

The other source of power, supposedly, is the divine. Some individuals have claimed powers are from a divine heritage. Most claim a Greek/Roman, Egyptian, and Norse heritage. There is little way to verify this, but their powers and knowledge seem to indicate that there is at least an otherworldly knowledge.

4. Emergence of Powers: Most individuals powers begin to emerge in their early teens, although earlier and later displays of power are not uncommon. It is most often triggered by a stressful event, a death in the family, life at risk etc...

5. Tech Level: The tech level has been helped by the presence of those with abilities. There are not flying cars or the like, but experimental reports into battlesuits, laser weapons and the like have been hard of. For every day use it's been useful for the greater widespread use of fuel-efficient cars, and cheaper healthcare.
Last edited by Imbasel on Mon Oct 25, 2021 11:47 pm, edited 3 times in total.
FuzzyBoots
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Re: Atrond Academy 3e Recruiting

Post by FuzzyBoots »

Added to the list.
jmucchiello
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Re: Atrond Academy 3e Recruiting

Post by jmucchiello »

I'm in, I think. Q: Has much is the war going to feature in the player's character's day to day lives? I'm not interested in a war game.

Have a character from game that died that I liked. Just need to change them from teen to adult. A mentalist: so a Mutant, I suppose.
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Shadowmask
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Re: Atrond Academy 3e Recruiting

Post by Shadowmask »

Image

Real Name: Erin Murphy
Alias: Golden Girl
Race/Origin: Human/Caucasian; Mutant
Occupation: High school student; former star pitcher and shortstop for the softball team at her old school.
Age: 16
Height: 5' 5"
Weight: 98 lbs./ 150 lbs. when transformed into her Golden Shell form.
Hair: Blond/ Metallic Gold when transformed.
Eyes: Blue/ Opaque Gold when transformed.
Birthplace: Perth Amboy, New Jersey.
Family: Charles (father), Debra (mother).
Legal status: American citizen with no criminal record, still a minor.
Marital status: NA
Religion: Roman Catholic
Level of education: High school student.
Base of Operations:
Group Affiliation:
Identity: Secret.
Quote: "All that glitters is really me."
Character Concept: Elemental Transmuter.
Hero Point: 1

PL 8/120 Power Points

STR 0
STA 0
AGL 1
DEX 2
FGT 0
INT 0
AWE 0
PRE 1

Advantages: Defensive Roll 1, Equipment 1(Smartphone), Grabbing Finesse, Instant Up, Throwing Mastery 1. (5 points)

Skills: Athletics 8 (+8), Deception 6 (+7), Expertise: Campaign Town 8 (+8), Expertise: Current Events 8 (+8), Expertise: Popular Culture 8 (+8), Expertise: Softball Player 6 (+6), Expertise: Sports Trivia 8 (+8), Persuasion 6 (+7). (29 points)

Powers:

Feature: Erin can transmute tiny amounts of material (Rank -5 or less, Maximum of 25 pounds) by touch, turning small objects into solid gold so long as she maintains the effect. = 1 point.

Feature: Golden Girl is able to transform her clothing and similarly worn or carried items into gold so they are unharmed by her own transformations. = 1 point.

Golden Touch: Array (36 points) with 1 alternate effect.

Base power: Change Person into petrified solid gold statue. Affliction 9 (Dazed and Hindered, Immobile and Defenseless, Transformed and Unaware); Resisted and Overcome by Fortitude; Continuous, Extra Condition, Instant Recovery (1 hour duration), Flaw: Close Range: touch. = 36 points.

Alternate effect: The Midas Effect: Transform Anything Into Golden versions of themselves, 9 (Continuous - object reverts to normal in 1 hour), Flaw: Close Range: touch. = 1 point.

Golden Shell: Enhanced Strength 7 (3 tons.), Limited to lifting. Protection 10, Extras: Impervious, Sustained. Flaw: Noticeable = 17 points.

Molten Gold Form: Insubstantial 1, Extra: Precise. (transforms either her entire body or parts of it into a mass of melted flowing gold). Elongation 2. Movement 2 (Slithering, Wall Crawling) = 12 Points.

Mutant Physiology: Immunity - Poison, Environmental Condition: Cold, Suffocation Effects (no need to breathe at all.) Limited to her Golden Shell and Molten Gold forms. = 4 Points.

Combat: Offense: Init +1, Golden Touch +9 (Close, Affliction 9), Grab +2, Unarmed +0 (Damage 0). Defense: Dodge 2, Parry 2, Fortitude 2, Toughness 0*/1 ( * - without Defensive Roll), Will 1.

Complications:

Motivation - (Doing good).

Mutant Genes: As a mutant, Erin suffers prejudice from genocidal lunatics and also can be detected and affected by devices designed against Mutants.

Standard Teenage Angst: Nuff Said.

Obsession: Despite being a basically good person, of late Erin has been finding out that she has been obsessing a bit too much about the whole gold theme, from the bad puns to coveting shiny gold objects. But its just a phase, a fad right? Right?!!

Vulnerable/Involuntary Transformation (Heat/Fire Attacks) - Erin loses control of her physical body if she is struck by intense heat and flame while in her Golden Shell or Molten Gold forms and takes extra damage as well as being forced to change back to normal.

Identity: Golden Girl tries to keep her powers and identity a secret from her parents who would definitely freak out and ground her until her senior year of college if they ever find out.

Relationships - Her parents, Charles Murphy who is a lawyer and Debra Murphy, a CPA. Her best friend Arlene Cross who knows about Erin's special powers.

Totals: Abilities 8 + Powers 72 + Advantages 5 + Skills 29 + Defenses 6 = 120 points.

History:

Erin was raised in a gated community complex called Silver Creek Center located in the suburbs east of the town, Perth Amboy, New Jersey. The only child of affluent, middle class professionals, Erin lacked for nothing though her parents sometimes despaired of her tomboyish ways and fascination with sports especially baseball.

Her power recently manifested while during a softball practice game with her team, the Ravens. In her excitement, Erin patted her friend, Arlene on the back and suddenly to her horror, Arlene had changed into a solid gold statue!

Panicking, Erin found herself lifting Arlene's inert form as her own body transformed to a golden version of herself similar to Arlene's. Of course knowing next to nothing about how to handle super abilities, Erin did what anyone would do in such a situation: she carried her friend to the nearest hospital.

Fortunately they didn't make it very far because soon whatever transformed Arlene wore off and she reverted to normal although she was startled to see Erin covered all in gold and carrying her effortlessly with one arm. There was no real damage done and no one else was around to see the event. The two girls agreed to keep this a secret between them while Erin learned to control her powers and figured out what to do with them.
Imbasel
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Re: Atrond Academy 3e Recruiting

Post by Imbasel »

The war is more in the background and won’t impact the day to day lives of the PCs much!
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Vivid
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Re: Atrond Academy 3e Recruiting

Post by Vivid »

You're looking for kids who go to the same high school? I *love* games like that. Let me see what I can come up with.
pathfinderq1
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Re: Atrond Academy 3e Recruiting

Post by pathfinderq1 »

Well this would (under normal circumstances) be exactly the kind of game that I would love to get in on.

Unfortunately these are NOT normal circumstances, and there is no way that I can add another game to my plate. So I will be reading along, and I wish everybody good luck and fun adventures here!
jmucchiello
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Re: Atrond Academy 3e Recruiting

Post by jmucchiello »

This mostly works. I'll clean up the background to make it more specific to this setting when I have time.

Blair "Indigo" Holland
Imbasel
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Imbasel »

Character sheets and backgrounds are looking good so far! Looking forward to seeing what other characters people apply with.
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

Do you still have room for another PC?
Imbasel
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Imbasel »

Yes, we are still recruiting!
Plan b
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Plan b »

Nothing like the looming threat of total nuclear annihilation to set the tone.

Name: Maxwell Tailor
Age:
Height: 6'2
Weight: 240 lbs.

Abilities
Strength 10 Stamina 10, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 2, Presence 0

Powers

Tectonic One-Two: Secondary Effect on Unarmed Damage Feature (secondary effect is instant) • 11 points
AE: Jackhammer Jabs: Multi-attack on Unarmed Damage • 1 point
AE: Super Scream: Strength based damage (Extra: area cone [60ft]) • 1 point
AE: Groundstomp: Burst Area Affliction 8 (Resisted by Dodge, Overcome by Fortitude: 1st:Vulnerable, 2nd:Prone, Extras: Burst Area [30 ft], Action: Move Flaws: Limited to two degrees, Limited [ must be on the ground, targets must be on the ground])• 1 point

Regenerate 2 • 2 points

Flight 6 • 12 points

Advantages

All out attack, Fast Grab, Improved Critical (unarmed), Improved Grab, Improved Hold, Improved Trip, Interpose,

Skills
Insight 4 (+6), Intimidate 10, Perception 4 (+6),

Offence
Initiative +2
Unarmed +6 Close, Damage +10

Defence
Dodge 6 Fortitude 10
Parry 6 Toughness 10 Will 6


Power Points
Abilities 60 + Skills 9 (18) + Powers 28 + Advantages 7+ Defences 8 = Total 112
Background and complications, coming soon.
FuzzyBoots
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by FuzzyBoots »

A silly concept that would not leave my head.

Duke Cagliostro - PL 8
Image
Real Name: Robert Lincoln
Age: 15
Height: 5'10"
Weight: 160 lbs
Eyes: Blue
Hair: Brown

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 3, Presence 1

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Defensive Roll 2, Improved Disarm, Improved Smash, Improved Trip, Improvised Weapon, Power Attack, Prone Fighting, Fascinate (Expertise: Martial Arts), Improved Critical 3: Martial Array, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Skill Mastery: Acrobatics, Takedown, Uncanny Dodge

Skills
Acrobatics 7 (+10), Athletics 5 (+7), Close Combat: Martial Array 4 (+8), Expertise: Martial Arts 10 (+10), Insight 5 (+8), Intimidation 8 (+9), Investigation 2 (+2), Perception 4 (+7), Stealth 3 (+6)

Powers
Martial Array
. . Announce Martial Lineage: Progressive Perception Area Affliction 5 (1st degree: Vulnerable, Impaired, 2nd degree: Defenseless, Disabled, Resisted by: Will, DC 15; Perception Area: DC 15 - Hearing, Extra Condition, Insidious, Progressive, Subtle: subtle; Limited: Effects limited to actions against self, Limited Degree)
. . Disrupt the center line: Cumulative Affliction 8 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Subtle: subtle; Limited Degree)
. . More damaging than he looks: Strength-based Damage 6 (DC 23; Insidious, Multiattack [2 extra ranks], Precise, Subtle: subtle)
. . Tie into Knots: Strength-based Damage 6 (DC 23, Advantages: Fast Grab, Grabbing Finesse; Alternate Resistance: Acrobatics/Athletics, Incurable, Subtle 2: subtle, and hard to spot the effects) - through clever redirection of the opponent's momentum, Robert forces them to hurt themselves, straining muscles and tearing tendons as he guides them into awkward positions)
Wasn't as bad as he thought: Regeneration 2 (Every 5 rounds)
Martial Feats: Enhanced Advantages 14 (Fascinate (Expertise: Martial Arts), Improved Critical 3: Martial Array, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Skill Mastery: Acrobatics, Takedown, Uncanny Dodge)
Pulled punch: Protection 3 (Insidious, Quirk: not available when Flatfooted)

Offense
Initiative +3
Announce Martial Lineage: Progressive Perception Area Affliction 5 (DC Will 15)
Disrupt the center line: Cumulative Affliction 8, +8 (DC Parry 18)
Grab, +4 (DC Spec 12)
More damaging than he looks: Strength-based Damage 6, +8 (DC 23)
Throw, +0 (DC 17)
Tie into Knots: Strength-based Damage 6, +8 (DC Athletics/Acrobatics 23)
Unarmed, +8 (DC 17)

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 8/5, Will 9

Power Points
Abilities 32 + Powers 34 + Advantages 11 + Skills 24 (48 ranks) + Defenses 19 = 120

Complications
  • Motivation - Pride - Robert won't refuse a martial challenge, and won't back down once the fighting starts, even if it becomes evident he's in over his head.
  • Motivation - Defending the Weak - Robert is well-aware that most people out there can't properly defend themselves, and so he's always ready to leap into action to defend the weak.
  • Power Loss - While it's difficult for most targets to disbelieve his martial prowess, some individuals have managed to instill doubt in him through deception or by verbally dissecting his martial arts. So far, Robert has always managed to re-convince himself of his abilities through further study and practice, but it may result in his powers being reduced during a given combat. Also, under strong psychic dampers, his powers disappear, although it seems to require levels of damping enough that even unpowered people start to feel fillings rattle and notice a hum in their skull. Lastly, while human beings are quite capable of punching through brick walls, some materials like tank armor generally aren't damaged by human flesh, no matter how good your technique. The handful of times he's been up against armored opponents, Robert has stuck to attacking joints and trying to get his opponent to damage themselves with his "Tie into Knots" power. Against a tank... well, that was a case where he argued his "strategic retreat" was the best possible option. Lastly, his "Announce his Lineage" power requires the target to understand him, although sometimes, the pantomime comes through.
  • Prejudice - While, again, it doesn't seem to register on scans, it seems that part of Robert's effectiveness in battle is due to a low-level psychic field that causes people to underestimate him. This, unfortunately, reflects in his interactions with people, with him often having difficulty in getting people to take him seriously, even outside of martial arts.
  • Delusion - Robert is convinced that he is not special, and will attempt to teach his martial art to anyone who shows a glancing interest. He finds it increasingly frustrating that no one else seems to be able to learn to do the things he does, although he faults himself as a teacher.
  • Socially Awkward - Having thrown himself into his martial study, Robert is a bit lacking in social skills. This isn't helped by that he wears his heart on his sleeve and has a tendency to pick up inconvenient crushes.
Background
You know those ads you used to see in the back of comic books? The ones that promise deadly fists in just 10 easy lessons available for $5 Shipping & Handling and an SASE? Robert sent out for one of those, and for him, it paid off. He practiced the techniques, mastered the secret meaning of the movements, and became a martial artist whose hands ought to be licensed as deadly weapons. Or at least, in his mind he has. And, well, it can be hard to argue with results. In truth, he's honed his body into a marvel of martial excellence for his age, likely able to hold his own against trained professional martial artists. He also looks mildly ridiculous with his high-pitched fighting cries, his deep stances, and his insistence on warning his enemies that they are facing the deadly secrets of not only the Orient, but also the obscure traditions of European boxers, of Russian bear-wrestlers, and of African monkey-fighters, but... it works. The school has ascertained that his power is likely Psychic in nature, labeling him as a mutant, but the effect is subtle, to the point that many opponents refuse to believe that he didn't just get a lucky shot in on them, and many of them will be beaten near to the point of unconsciousness and still insisting that they're able to fight and just need a moment to clear their head from the cheap shot he took.

Since joining the school, Robert has refused to believe that his powers come from anything else than rigorous training, and having opened his mind to the secrets of martial arts. He's good natured in general, but under his assumed title of Duke Cagliostro, he snaps into a much more severe character, unwilling to back down even in the face of overwhelming odds.

Notes
This is a concept that I have not been able to get out of my head ever since a discussion with a friend about what it would take to make Traditional Martial Arts superior to a more pragmatic MMA approach. The basic concept behind the Subtle on most of his powers is not that the powers themselves are hard to see (although his Tie Into Knots attack doesn't leave the visible bruises that most attacks would), but rather that it's hard to detect that he has powers at all. He's built like the typical martial artist build, able to modify his caps every which way to adjust to the situation. Otherwise, he's basically a balanced PL 8 on defense and offense.

Without his powers, he's still pretty peak human, but operating at PL 5 offensively and PL 6.5 defensively without many of his tricks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
Last edited by FuzzyBoots on Mon Oct 25, 2021 8:13 pm, edited 2 times in total.
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

Quick question - magic exists in the world as powers, but are there also magical creatures and items known to exist?

Also, given the location, I guess it's a boarding school?
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Wheeljack Prime
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Wheeljack Prime »

I'm interested! Here's one to start with, a teenage mage, a first generation Russian-American who has great talent and great responsibility, as a mage should use their power to make the world better, something put forth in a lot of magic tomes. HOW to do it is a lot trickier, especially when most of her magic involves setting things on fire! Maybe going to this school will help.

Born to parents who emigrated from Russia not long before she was born, Anya is part of a powerful magic bloodline, albeit one that skips generations... her great-grandmother is a powerful mage in the hinterlands, playing off the legends of Baba Yaga, unknown to her. Her mother had vague premonitions from time to time, one of which lead her and her husband to come to America. A few years back, Anya found some old family heirloom books in the attic at an early age and began teaching herself magic from them, not only spells, but lore and hidden history. A fiery, determined girl, itss no wonder her strongest aptitude was for fire magic.

Wanting to find the best way to put her power to good use, she applied to the Atrond Academy. She doesn't talk about magic much there, letting people think she's "just" an ordinary super with a witch theme, including wearing a big, pointed hat.

A voracious reader of all sorts, she has top marks in academics and was a cheerleader in middle school, in part to stay fit and limber for flying. Outspoken and outgoing (and sometimes hot-tempered), she's never shy about raising her hand in class or calling someone out.


POWERS:
A prodigy in flame magic, she can engulf her fists and feet in flame to fight close up and cast certain simple spells, but needs a rod to blast at range and a broom to fly, both of which she crafted herself. She also maintains a variety of powerful protection spells. Doing magic outside those three areas requires a lot of time and preparation.


NOVA
Anya Nova

PL 8 120 points 
Attributes 30 PP
Strength 0
Agility 0
Fighting 0
Awareness 8
Stamina 2/6
Dexterity 0
Intellect 5
Presence 0

 Defenses 8 PP
4 Dodge 4/8
4 Parry 4/8
- Fort 2/8
- Tough. 2/8
 - Will 8

Skills: 21 PP 42 points
Acrobatics 6/+6
Close Combat Flame magic 8/+8
Expertise: Magic 10/+15
Expertise: All Other 0/+5
Investigation 1/+6
Insight 2/+10
Intimidation 5/+5
Perception 2/+10
Ranged Combat Flame magic 8/+8

Advantages 8 PP
1 Agile Feint 
1 Improved Disarm
1 Enhanced Initiative 1
1 Eidetic Memory
1 Language: Russian
1 Power Attack
1 Ritualist
1 Set Up

Powers 53 CP
2 Experience with Magic Senses 3 Ranged Detect Magic (Mental)
1 Feature 1 Dimensional Pocket

11 Magic Barrier - Enhanced Dodge 4, Enhanced Parry 4, Enhanced Advantage 3 Evasion 2, Uncanny Dodge 

12 Personal Enhancement spell -  Enhanced Stamina 6

10 Flame spells
-Flame Buster Close Damage 8 (fire, magic) str based
-Disarming Flame Shot Ranged Damage 8, Disarm only
-Flame Chains Close Affliction 8, Resisted by Parry, Overcome by Damage, Extra Effect Limited Degree Hindered and Vulnerable, Defenseless & Immobile

10 CP Magic Rod Easily Removable 
Enhanced Flame spells (18)
-Flame Buster Shot - Full Damage, Multiattack on Disarming Flame Damage (16 CP)
-Flame Spiral - Full Damage Area Burst on Disarming Flame Damage (16 CP)
-Flame Stomp - Area Line 2 on Close Damage (16 CP)

7 CP Enchanted Broom Easily removable
-Flying Broom Flight 8 Platform Subtle 1, Feature Remote Control
-Nimble - Enhanced Advantage 2 Move-by action, Favored Environment (air to air combat) Enhanced Skill Acrobatics +4 Only While Flying 1 cp


Complications - 
Motivation - Responsibility Find the best way to do the most good with her magic
Prejudice - She's never been anything but American, yet has a Russian name.
Power Loss - Sometimes her mana runs low
Power Loss - She needs to gesture and speak to cast most of her magics, being unable one can reduce effectiveness, and she can't at all if she can't do either.
Last edited by Wheeljack Prime on Sat Oct 23, 2021 7:24 am, edited 4 times in total.
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