Marvel's The Avengers: Countdown (Interest)

Started by lux89, April 22, 2025, 04:23:12 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

lux89



GM: lux89 | System: Marvel | Multiverse RPG, Homebrew
Group: Extreme | Players: Up to 5, each with 2 chars cap
Chars can be classic, variant, or neverbeforeseen!
Start at Rank 3; during gameplay, rank up to 4

Smut and Plot will have their own separate threads
Sandbox and GM-led Plot will have their own paces
OOC and IC threads are on Elliquiy
All information can be found on the Discord server
Dice rolls can also be made on the Discord server

PM me to get the Discord invite link; we'll work on char sheets together!
The crunchy char sheets can appear as complex as these:



Plot: In the Marvel Universe Earth-999999, which depends solely on the lore of characters the 5 players create, the events popularized in comics and films are subject to change. Familiar characters may still be alive or be dead. However, there shapes one constant, a global threat that they must face. Ultron, the apocalyptic Ai hellbent on destroying humanity, has survived.



Heroes, antiheroes, and villains altogether discover the grim Countdown that glows on each electronic, ticking down to Ultron's imminent return. Upgrades of Ultron are sent from deep space, one after another, ranking 3, 4, and the ultimate 5.

It will take wit and might from the new sexy Avengers who must team up and save the world.


MARVEL'S THE AVENGERS:
COUNTDOWN




lux89

Reserved.

OOC Thread

oldedog

#2
Code Name: Nocturna
Real Name: Carmilla Bryne
Faceclaim: Katie McGrath
Height: 5' 10"
Weight: 140lbs
Eyes: Green, shifts to blue when using her powers
Hair: Black
Gender: Female
Sexual Orientation: Lesbian
Size: Average
Distinguishing Features: Incredibly pale skin and eyes tend to shift between green and blue when using her abilities.

History: Carmilla came into existence during the time of the Roman Empire, her unique abilities earning her the title of goddess and monster in equal measure. As time pasted and the empire began to crumble, she learned her abilities also made her immune to the ravages of time. She encountered others that were similarly gifted but their powers came from some mystical curse of the blood, vampires they were called, while she had been born with her abilities.

Over the centuries, she encountered many strange and wondrous sights and shed more then her fair amount of blood along the way. She has been a queen, an outlaw, a seer, and a thousand other things beyond that. Wherever Carmilla went, the legends and stories of vampires followed due to her similarities to the undead creatures. She is even responsible for the first book written about them, a book which bears her name.

In time, Carmilla came to know real evil. World War II brought her out of hiding and had her working with the Allies, even crossing paths with the Invaders and the Howling Commandos once or twice. The feeling of battling evil awoke something in Camilla, a sense of righteousness that she hadn't felt in centuries. Since then, Carmilla has been working to atone for her past sins, a promise she made to her lover before her death, while hunting the mutant responsible for killing her.

As the modern days approached, a term for her kind came into existence, mutant. Carmilla has been identified as one of them, more specifically a unique subset of nearly immortal mutants known as External Mutants.

Personality: Carmilla is a study in contrast. She is just as likely to throw caution to the wind and party with a wild crowd as she is to spend her time alone in contemplation. The centuries have given Carmilla a great deal of wisdom and experience which often shows in both her words and actions. Carmilla can be extremely open with her affection and flirting, centuries of life have taught her that life is short, metaphorically speaking.

Power Notes: All External mutants have some means of maintaining their full strength and abilities which they occasionally need to indulge in. Apocalypse must rest in his rejuvenation chamber, the Black Queen drains the psychic energy from others until they are empty husk. Carmilla is no different, the means by which she stays strong is the drinking of blood like her undead counterparts. Instead of draining a single person to the point of death, Carmilla engages in a more spaced out feeding habit as she drains only a little from multiple people to stay at her peak. Fortunately, something in her saliva also makes her bite incredibly pleasurable for the person she is feeding on so that they don't struggle while she feeds, another traits she shares with more traditional vampires.

Enemy Notes: Carmilla has long had a standing feud with Selena, the Black Queen of the Hellfire Club.

Teams: N/A
Base: Carmilla owns several properties in most of the major cities but currently keeps an apartment in New York.
Occupation: Adventurer


"Stats"
Melee: 3
Melee Defense: 13
Melee Damage: Marvel Die x3 + 3
Agility: 4
Agility Defense: 14
Agility Damage: Marvel Die x3 +4
Resilience: 3
Resilience Defense: 13
Vigilance: 2
Vigilance Defense: 12
Ego: 2
Ego Defense: 12
Ego Damage: Marvel Die x3 +2
Logic:1
Logic Defense: 11
Logic Damage: Marvel Die x3 +1

Health: 90
Focus: 60
Initiative: 2E
Karma: 3

Run: 5
Climb: 3
Swim: 3
Flight: 15

"Backstory"

Origin: Mutant External
Occupation: Adventurer
External Awareness (Trait): Shares a link with all other Eternal mutants. Is able to sense where they are, if one has been killed, and can telepathically call for other Externals.
Fearless (Trait): The character is extremely brave. They have edge on any check required to deal with fear.
Connections Super Heroes (Trait): The character has access and knowledge of a particular field. The character can make an EGO check to call on contacts in that field for clues, information, and resources.
Beguiling: The character has edge when making an Ego check to persuade someone that would be attracted to them.
Sneaky (Trait): The character has edge of Agility checks when sneaking around. Enemies have trouble on Vigilance checks to detect the character when the character is invisible or hiding.
Situational Awareness (Trait): The character is trained to always keep an eye out for trouble. They have an edge on initiative checks.
Externally Immortal (Tag): The character is extremely difficult to kill, returning to life unless another External kills them and then eats their heart before resurrection or by contracting the External Virus.
Hounded (Tag): The character is a member of a group that is persecuted simply for being themself.
X-Gene (Tag): The character has mutant genes which is the source of their super powers.
Black Market Access (Tag): The character knows how and where they can buy and sell hard-to-find and potentially illegal things.
Rich (Tag): The character has access to plenty of money. If they want something normally and legally available to people, the can simply buy it.
Enemy (Tag): There's someone out there who has sworn to defeat the character. The enemy is at least the same rank as the character and is obsessed with bringing them down.
Headquarters (Tags): The character has a base, cave, or lair they can use to recover from wounds, repair and store equipment, work on inventions, and so on. The location can be as humble as a toolshed or as elaborate as an underground complex or a Manhattan skyscraper.

"Powers"
Flight 1 (Basic): The character can fly. Their combat flight speed is equal to their rank times their run speed. Outside of combat, they can move three times their flight speed.
Healing Factor (Basic): At the end of the character's turn, they regain health equal to their resilience. (This works outside of combat too, quickly bringing them back to full Health.)
Mighty 1 (Basic): Treat the character as one size bigger for lifting, carrying, swinging, and throwing things. They also add +1 to their melee damage multiplier and they gain a +1 on melee checks other then attacks.
Sturdy 2 (Basic): The character gains health damage reduction 2.
Evasion (Basic): The character can use their agility defense score against melee attacks too.
Heightened Senses 1 (Basic): The character can sense things roughly twice as far away as normal. They also have an edge on vigilance checks to perceive things, and enemies have trouble on checks they make to sneak past the character.
Fast Attacks (Melee Weapons Sharp): The character splits their attacks to make two close attacks against separate targets within reach (or they can focus a single attack on a single target). Make a single melee check and compare it to the targets' melee defenses. On a success, the affected target takes half regular damage. On a fantastic success, the affected target takes full damage, and the character can make a bonus attack with this power against any target with reach with the same effect.
Vicious Attack (Melee Weapons Sharp): The character makes a close attack. If the attack is a success, the enemy takes regular damage. On a fantastic success, the enemy takes double damage and suffers bleeding.
Leech Life (Magic): The character makes an ego attack against the target's resilience defense. If it succeeds, the target takes regular health damage, and the character heals half that much health for themselves. On a fantastic success, the character heals the full health damage instead.
Telepathic Link (Telepathy): The character can communicate telepathically with one person at a time, and they must have met or seen the other person before. The communication can be verbal, visual, or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the target are in the same dimension.
If the other persons does not wish to speak with the character, the target can automatically tune them out. To force a telepathic link, the character can make a Logic check against the target's vigilance defense. On a failure, the character cannot attempt to communicate with the target in this way for the rest of the day. On a success, the character can communicate with the target for one round. On a fantastic success, the target cannot shut the character out for the rest of the day.
Command (Telepathy): The character gives an order to a target with who they've established a telepathic link. The character makes a logic check against the target's logic defense. On a success, the target complies with the order. On a fantastic success, the character gains an edge the next time they use this power against this same target.
The command must be something that can be completed in a single action. If it involves harming someone, the character has trouble on the check. If it would cause the target to harm themselves, the character has double trouble on the check.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Kara Danvers

~ʜᴏᴘᴇ, ʜᴇʟᴘ ᴀɴᴅ ᴄᴏᴍᴘᴀꜱꜱɪᴏɴ ꜰᴏʀ ᴀʟʟ~
 ~ᴋᴀʀᴀ ᴅᴀɴᴠᴇʀꜱ~
Current Reply Speed: Usually daily, at least once per week. 
One on One Replies Owed: 0 / 5
Group Game Replies Owed: 0 / 4
Currently Looking for Partners: Looking


keyotess

I am looking into the system but interested. :)

Complete
Code Name: Dagger
Real Name: Tandy Bowen
Faceclaim: Mikayla Demaiter
Height: 5' 4"
Build:  busty tending towards slim and athletic
Eyes: Blue
Hair: Blonde
Gender: Female
Sexual Orientation: Lesbian
Distinguishing Features: When she uses her powers a glowing white cresent appears around her right eye.

History:
Tandy Bowen was born in Shaker Heights, Ohio, an affluent suburb of Cleveland. Bowen's mother, Melissa, was a celebrated and self-centered model who had become rich not only from her own career but also from receiving her previous husband's estate. Tandy's father had left for India seeking "spiritual rebirth." Subsequently, Melissa married Phillip Carlisle. Although kind, Tandy was still hurt by her father's leaving and did not accept Phillip. Her mother also neglected her.

Feeling unloved, Tandy turned for affection to an older teenager named Rob Daltry. But when he left for college shortly thereafter, the despondent Tandy left home on a bus for New York City. While there, a man tried to rob her but was stopped by the homeless Tyrone Johnson. She bought him food and the two became friends.

Dr. Simon Marshall and his men rounded up runaways, offering them food and shelter. Naive, Tandy agreed, and Tyrone went with her, suspecting things were not right. There, they were knocked unconscious and injected with a designer drug the Maggia wished to use as a replacement for heroin. Because of latent mutant genetic factors and some magical interference by D'Spayre, Tyrone and Tandy survived while the others died due to the drugs' effects. They escaped, along with another prisoner, the Chinese human-carrier who would become Mister Negative, jumping into the river, and both began manifesting superhuman powers. They discovered Tandy could keep Tyrone in check. Marshall's men attacked, but were consumed by Cloak's hunger then hit with Dagger's light daggers.

The two became Cloak and Dagger, pledging to protect other young people from the dangers they had encountered. Tandy is fiercely loyal to Cloak. Even when offered to be reunited with her stepfather, she remained with Cloak.

Cloak & Dagger also teamed with Spider-Man and others to halt a murderous supervillain rampage led by superhuman serial killer Carnage; later, Dagger helped rescue the New Warriors from the supremely powerful Sphinx. She accepted an offer of New Warriors membership, though Cloak declined to join. Serving as a Warriors reservist, Dagger also undertook a single mission with the informal Secret Defenders group.


Cloak was manipulated by Nightmare into wanting to consume all lawbreakers. Dagger sought the assistance of Daredevil, Moon Knight, Shang Chi, Doctor Strange, and the Punisher. Eventually, Dagger was forced to use her full power on Cloak removing Cloak’s connection to the Darkforce and returning him to being human. Tyrone was helped to rejoin society by Dr Strange who got him a good job.


Dagger continued patrolling the streets of New York, focusing on helping people get over drug addictions with her powers and stopping drug dealers, occasionally teaming up with different heroes.  At one point Dagger found herself in conflict with Superia and the Femizons who tried to recruit her to their cause.  During her escape, Dagger discovered a range of new uses for her powers, including more extensive range of constructs, physical healing abilities (even of the recently deceased), and light manipulation. Dagger continued to roam the mean streets, bringing the light of hope to the innocent and justice to the guilty.


Personality:
Tandy is a kind person who generally believes in the good in people.  And with her powers, she can help others find the good in themselves and turn their lives around.  She believes in justice but also second chances for those who are willing to change.  She has been lonely ever since Tryone stopped being Cloak, but she hasn't made a connection like she had with Tyrone with other heroes she has worked with, but she is hopeful that one day she would find that connection.  She needs someone to balance out her kindness, which has lead her to trusting people who betrayed her trust, with a bit of pessimism.

***Teams*** Savage Avengers, Secret Defenders, New Warriors
Base: New York streets.


"Stats"
Melee: 1
Melee Defense: 11
Melee Damage: Marvel Die x3 + 1
Agility: 3
Agility Defense: 13
Agility Damage: Marvel Die x3 +3
Resilience: 2
Resilience Defense: 12
Vigilance: 3
Vigilance Defense: 13
Ego: 5
Ego Defense: 15
Ego Damage: Marvel Die x3 +5
Logic:1
Logic Defense: 11
Logic Damage: Marvel Die x3 +1

Karma: 3
Health: 60
Focus: 90

Size: Average:  5'4"
Run: 5 spaces
Climb: 2.5 spaces
Swim: 2.5 spaces
Jump: 2.5 spaces


"Backstory"

Rank: 3, Ability points: 15, Powers: 12
Origin: Wierd Science:  trait: Wierd
Occupation: Adventurer/Homeless  (black market access converted to Homeless Shelter Access)
Tags: Homeless Shelter Access, Traits: Fearless, Connection to Super heroes.

Tags:
Homeless Shelter Access: she is known by all the New York Social Workers who help the homeless and they will give her aid.
Heroic: The character acts heroically.  They help people in need and they do their best not to kill, even with people who might deserve it.
Poor: The character has little access to wealth and struggles to make ends meet.  This causes them all sorts of problems.
Streetwise: The character knows how things are handled on the street, who's in charge of various criminal enterprises and how to avoid issues with them.
Immune: No longer needs sleep, water, food and aging. Due to being living light.
Enemy: Superia and Femizons: desire to capture and convert Dagger to their cause.

Traits:
Wierd: The character has something wierd (or even wonderful) about them.  this causes people to have a strong reactions to them, both good and bad. The have an edge on all Ego checks to persuade people inclined to like them and trouble on all Ego checks against people inclined to dislike them. 
Dagger subtly has a white glow around her.
Fearless: The character is extremely brave.  They have an edge on any action checks required to deal with fear.
Connection: Super heroes: The character knows someone with access to and knowledge of a particular field.  By making an Ego check, the character can call on their contact to provide help in the form of clues, information or resources.
Beguiling: The character has edge when making an Ego check to persuade someone that would be attracted to them.
Combat Reflexes: The character can react quickly in combat.  This grants them one additional reaction each turn.
Surpising Power: The character can choose a power they normally wouldn't be able to use.  The character will still need to have any prerequiste powers, but they can ignore ranks and origin requirements.  This trait can be selected multiple times.  Power selected: Lightning Reflexes

"Powers"
Basic Powers:
Disguise: duration: permanent, Makes her look human. although she bleeds light instead of blood.

Elemental Powers: Lightforce:
Elemental Control (Light) special effect - if targeting a foe, stun them with a vision of the best life they can get realistically not fantastically. And if targeting an ally, heal them of stun condition.
Elemental Healing, Ranged :  Prerequisites: None, Action: Standard, Duration: Instant, Range: 10 spaces, Cost: 5 Focus
Effect: The character choses a target in range and rolls the Marvel Dice and then figures Ego damage and halve it, but turn it into healing instead for Health.  If the Fantastic result is rolled, the target gets full healing and the Lightforce special effect.
Elemental Healing, Touch: Prequisites: none, Action: Standard, Duration: Instant, Cost: 5 Focus
Effect: At end of the target's turn, they regain Health equal to their Resilience times the Marvel die roll. On a Fantastic roll, the Lightforce special effect is also triggered.
Elemental Burst: The character fires a burst of their element making a ranged attack against an enemy in line of sight.  If the attack is a success, it inflicts regular damage.  On a Fantastic success, the enemy takes double damage instead and the elemental types's special effect.
Range: 10 spaces, Duration: Instant, Action: Standard
Elemental Barrier: The character forms a wall of their element within their line of sight and up to 10 spaces away per rank. This covers up to 2 spaces across (vertically/horizontally) per their rank.  The character makes an Agility check and compares the results against the Agility defense of any target in the affectes spaces.  On a success, the character chooses which side of the barrier the target winds up on.  On a failure, the target chooses.  On a Fantastic success, the target suffers the element's special effect too.
Attacks against the barrier are against the characters's Ego defense.  Any attacks against that do 10 points of damage or less are instantly absorbed, and the barrier continues.  If an attackdoes more than 10 points of damage, it destroys the barrier.  Either way, the attacks leaves those behind the barrier unharmed.
Action: standard, Duration: concentration, Cost: 5 focus
Elemental Form: Permanent, The character's body is made entirely of their element, which gives them a steady supply of their element to use and makes them essentially unkillable.  Whey they lose all their Health, their form loses its cohesion and falls apart. When they have at least 1 Health, which they can gain back over time, normally, they can reform.
Sense Element:  Prerequisites: None; Action: Standard; Duration: Concentration; Effect: Character can reach out with their mind to sense presence of the entire spectrum of light within 100 spaces per rank (300 spaces). This tells them the location of the light and its general status. If the light is being hidden in some way, the character makes Ego check and compare against TN that GM sets. If success, they sense the target. On Fantastic success, can sense if that light is natural, supernatural, tech, or superheroic, or whatever nature that light is.
Example:  The invisible portions of the electromagnetic spectrum encompass wavelengths beyond what the human eye can perceive. These include radio waves, microwaves, infrared light, ultraviolet light, X-rays, and gamma rays. While our eyes are limited to the visible light spectrum (which ranges from violet to red), instruments like telescopes and detectors can capture and analyze these invisible wavelengths.

Power Control:
Bump Power: Action: Standard, Duration: Concentration, Cost: 5 or more Focus
The character picks one power from another character within 5 spaces and boosts it.  If the power has ranges or effective areas or duration, these are doubled.  If the power affects a damage multipier, add 1 to the effect.  Any effects that normally happen with a Fantastic success, automatically happens on any sucess. If the power has a cost, the character must pay it as well, with a miniumum of 5 Focus.
Dampen Power: Action: Standard, Duration: Concentration, Costs: varies
The character picks one power from another character within 20 spaces and makes an Ego attackagainst them.  On a success, they tamp the power down.  If the power has ranges or effective areas or duration, these are halved.  If the power affects a damage multiplier, subtract 1 fomr the effect.  The power can no longer enjoy Fantastic success. 
If the power has a Focus cost, the character must also pay the cost to dampen it.

Shield Powers: Action: Reaction: Trigger: target of an agility attack, effect: Attack has trouble
Shield Deflection: Action: Reaction, Trigger: character is target of Agility Defense. Duration: Instant
Effect: The enemy has trouble on their attack.
Hurling Shield Deflection: Action: Reaction: Trigger: enemy attacks an Ally's agiliity, Duration: Instant,
Range: 5 spaces times characters rank,  Cost: 5 Focus.  effect: The enemy has trouble on their attack.

Super-speed Set:
Lightning Actions: permanent.  The characrter has one extra standard action and one extra reaction each turn.  Additionally, they can turn Marvel die to a Fantastic success when making an initiative check.
Surpising power trait is what allows her to have this power.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Rashol


lux89

Hey Rashol!
So far, no canon characters have been claimed! 

Wolfling72

@lux89 Do canon characters have to be the same gender sexuality---as I have a take on a queer Masculine Storm...
O/O's
Snippets
A/A's
Wolfi Recommends- changes weekly
Keep it vampirated and melanated.

lux89


Wolfling72

Quote from: lux89 on April 25, 2025, 01:35:21 AM@Wolfling72 You can gender bend! That'll be a Storm variant! :3
dammit this makes the game soo much more friggin seductive to my brain....

I am trying not to take on more but I want to.
O/O's
Snippets
A/A's
Wolfi Recommends- changes weekly
Keep it vampirated and melanated.

lux89


Kara Danvers

#11

Code Name: Tempo
Real Name: River Jackson
Faceclaim: Kristen Stewart
Height: 145
Weight: 5'11
Eyes: Blue
Hair: Blonde
Gender: Female
Sexual Orientation: Unsure

History: River was born in Seattle. Both of her parents worked in the medical field, her mother being a doctor and her father working in hospital administration. When he was six, she began to have strange visions, dreams of being visited by a long haired man in her sleep. While her father passed her experiences off as childish fantasy or nightmares, her mother knew the truth. She soon revealed to River that the father she knew was not her real father. Her father was, in fact, a god. Her mother had enjoyed a fling with Hermod, the Norse god of speed. After Hermod returned to Asgard, she discovered she was pregnant. She had just began dating the man she would later marry, so it was easy to let him assume the child was his.

Now that she knew the truth, river was able to speak with her father when he visited at night. Upon her sixteenth birthday, her demi-god powers began to reveal themselves, and she soon discovered that she had superhuman speed, among other gifts. River continued to train with her father during summers, and going to school and then later college with a desire to help others. She graduated with honors, obtaining a medical degree and working as a EMT. In her twenties, River began to use her speed to save others, and eventually created a heroic persona, calling herself "Tempo" because she usually wore headphones or earbuds while working as a hero, enjoying the music.


Personality:

♟ Impulsive - River often makes rash decisions based on emotions.

♟ Short Temper - River's temper is as quick as she is.
♟ Loyal - River is always there for a friend. No questions asked. Ride or die.
♟ Class Clown - River is always the first to crack a joke and try to cheer someone up.
♟ Fearless - River is never intimidated by an opponent, even when she should be.
♟ Media Darling - River is very concerned about her public appearance, especially on social media. 

Base: Tempo simply works out of her apartment, needing no real equipment other than her suit.
Occupation: EMT

"Stats"
Melee: 3
Melee Defense: 13
Melee Damage: Marvel Die x3 + 3
Agility: 6
Agility Defense: 16
Agility Damage: Marvel Die x3 + 6
Resilience: 3
Resilience Defense: 13
Vigilance: 1
Vigilance Defense: 11
Ego: 1
Ego Defense: 11
Ego Damage: Marvel Die x3 + 1
Logic:1
Logic Defense: 11
Logic Damage: Marvel Die x3 + 1

Health: 90
Focus: 30
Initiative: 1
Karma: 3

Run: 18
Climb: 9
Swim: 9
Flight: 0

"Backstory"
Origin:  Mythic: Asgardian -  A member of the Asgardians, resembling Norse gods who call Asgard their home. Ex: Hela, Loki, Thor. Tags: Supernatural, Worshipped. Traits: God Heritage, Enhanced Physique.
Occupation: Healthcare worker - Doctor, nurse, therapist or healer. Likely have access to an office where they practice. Ex: Doctor Strange. Traits: Clinician, First Aid.
Clinician (Trait): They have edge on Logic checks to determine what is medically wrong with someone they examine.
First Aid (Trait): They know how to administer first aid. Edge on Logic checks to stop bleeding.

God Heritage (Trait):  The character or at least one of their ancestors is a god. Pick something they're the god of. They don't necessarily have to be one that people have heard of, they can be the god of something entirely new. They take Edge when dealing with something they're the god of. Restriction: this trait can only be chosen by characters with a mythic origin and an attachment to a particular pantheon, like Asgardian or Olympian.
Enhanced Physique(Trait): Stronger than regular humans. Treat them as one size bigger for lifting, carrying, swinging, and throwing things. (Does not stack with other factors.)
Eidetic Memory (Trait):  Rarely forgets anything. If the player forgets something, they can ask the Narrator to remind them.
Iron Will (Trait): Enemies have trouble on Ego attacks to control the character's mind or influence their behavior. Also, the character gains an edge on Ego checks to break free of mind control or other compulsions.
Combat Reflexes (Trait): They can react quickly in combat. One additional reaction each turn.
Worshiped (Tag):  Worshipped by others as a god.
Supernatural (Tag):  Magical powers or powers based on something magical.
Secret Identity (Tag): Their real identity is a secret to the public. This makes it harder to ask friends, family, and strangers for help - but also makes it harder for enemies to target them and those same friends and family.
Enemy (Tag):  Someone out there has sworn to defeat them. The enemy is of at least the same rank as them and is obsessed with bringing them down. This tag can be taken multiple times, though it should be reserved for truly obsessed foes.
 
Syd Helsdottir -

Not long after River discovered her powers, while training with her father, she met her cousin Syd. Syd was a demi god like River, being the daughter of Hel. However, her mother, unlike Hemrod, rarely took an interest in her daughter. She ended up being spending most of her time in the shop of Brokkr and Sindri. Under their tutelage, Syd became a master craftsman and could eventually forge almost anything, creating divine armor, weapons and even modern like tech.

Syd grew more and more jealous of the other demi gods, especially River, seeing how their divine parents cared in ways her own mother didn't. In an effort to gain the attention and favor of her mother, Syd decided to go to Midgard and kill the human parents of any other demi-god she knew. Syd believed that if she could send these well protected and important souls to the land of the dead, it would finally force her mother to see her. Syd created a suit of Uru armor and traveled to Midgard, setting about to send as many souls as possible to Helheim. After taking the lives of several targets, Syd critically injured River's mother. After a long battle, River managed to defeat Syd, where she was imprisoned on Asgard. Syd has vowed to take her revenge on River, and see's her as the reason that she failed in gaining her mother's love.


Weapons/Abilites/Powers

Demi god - Long life, accelerated healing / speed / strength 
Master blacksmith - Syd can create nearly anything she desires within the realm of armor or weapons, and has a knack for creating Asgardian versions of modern Earth tech.
Uru Armor - Syd has her own custom armor, mystically endowed and strong, nearly impossible to damage. Syd's armor also grants her the power of Kinetic dampening/adsorption. This creates an AOE around her, usually around ten feet or so, where the energy of others is greatly reduced. (This in effect can counteract River's speed, slowing her down to a human like speed, or even slower)

Heroic (Tags): They help people in need, and do their best not to kill - even with people who might deserve it. Restriction: They cannot also be Villainous.
Rich (Tags):  Plenty access to money. They want it, they buy it.
River has access to the riches of her father whenever she needs it. While her job provides a decent living, she has a bank account given to her when she turned eighteen, that appears to be limitless.

"Powers"
Speed Run 2 (Super Speed): (Ranks vary) Duration Passive If Run 1, multiply Run speed by rank to get new Run speed. Outside combat, they move three times as fast. If Run 2, outside combat they can move up to 50 times as fast as increased Run speed.
Blur (Super Speed): Standard Action, or Reaction (Character is attacked), Duration 1 round, Cost: 5 Focus Attacks against character have trouble.
Catch Bullets (Super Speed): Reaction (Ranged attack using physical projectiles like arrows or bullets is made against character or a character within reach), Duration Instant, Cost: 10 Focus Character makes Agility check; attacker's attack result is TN. On success, attack is nullified. On Fantastic, the character gets their reaction back.
Blazing-Fast Fists (Super Speed): Duration Passive Character has edge on all Melee attacks.
Run on Water (Super Speed): Duration Passive Character can run so that their feet skip across the surface of water. As long as they keep running, they do not sink.
Speed Blast (Super Speed): Standard Action, Duration Instant, Cost: 5 Focus Within range of 10 spaces, character makes ranged attack. On success, target is stunned for 1 round. On Fantastic, target is knocked prone too.
Mighty 1 (Basic): Treat the character as one size bigger for lifting, carrying, swinging, and throwing things. They also add +1 to their melee damage multiplier and they gain a +1 on melee checks other then attacks.
Sturdy 1 (Basic): The character gains health damage reduction 1.
Evasion (Basic): The character can use their agility defense score against melee attacks too.
Healing Factor (Basic): Duration Passive By end of character's turn, they regain HP equal to RES. (Works outside combat too, quickly bringing them back to full health.)
Wisecracker (Basic): Duration Passive Reaction (Character succeeds attack on foe in earshot, or foe in earshot fails attack on them), Duration Instant Character cracks a joke at foe's expense. Make Ego attack. On success, inflict regular Focus DMG. On Fantastic, double DMG, stunning for 1 round.





~ʜᴏᴘᴇ, ʜᴇʟᴘ ᴀɴᴅ ᴄᴏᴍᴘᴀꜱꜱɪᴏɴ ꜰᴏʀ ᴀʟʟ~
 ~ᴋᴀʀᴀ ᴅᴀɴᴠᴇʀꜱ~
Current Reply Speed: Usually daily, at least once per week. 
One on One Replies Owed: 0 / 5
Group Game Replies Owed: 0 / 4
Currently Looking for Partners: Looking


Deathnote

Any chance I could play as Ultron-12 / Mark Twelve? :p

lux89

Quote from: Deathnote on April 28, 2025, 04:43:39 PMAny chance I could play as Ultron-12 / Mark Twelve? :p
Sorry, I already claimed Ultron! 

Captain America

#14
Reserved for future super soldier....  [WIP still]



Code Name: Captain America Real Name: Steve Rogers Rank: 3
Faceclaim:
Height: 6ft 2in Weight: 220 lbs Eyes: Blue Hair: Blonde
Gender: M Sexual Orientation: Straight
Origin: Weird (Project Rebirth)
Teams: Army, Howling Commandos, All Winners Squad, Invaders, Defenders, Avengers, Avengers Unity Division, Secret Avengers, SHIELD, Illuminati, (So many...)
Base:
Occupation: Military Origin: Project Rebirth: (Special Training)
Abilities:
Melee: 4 (14) Agility: 3 (13) Resilience: 3 (13) Vigilance: 3 (13) Ego: 1 (11) Logic: 1 (11)
Health: 90  Focus: 90(120)  Karma:Init Mod: +3 and Edge  Speed:Dam: x4  Size: Avg

Powers:
Martial Arts: 6

Attack Stance --Action: S Duration: Con Effect: Double melee ability bonus to damage
Defense Stance --Action: S Duration: Con Effect: all attacks have trouble until after I am successfully hit
Unflappable Poise --Preq:Defense Stance Duration: P Effect: Close attacks have trouble. If using defensive stance,attacks have double trouble
Counterstrike Technique --Preq: Attack Stance Action: R Trigger: While using “Attack Stance” take dmg from attack. Effect: Deal ½ the dmg to attacker.
Reverse Momentum Throw --Preq: Defense Stance Action: R Trigger: While in Defensive Stance, tgt misses w attack.
Effect: Tgt goes prone, takes ½ dmg they would have inflicted.
Untouchable Position --Preq: Counter Strike Technique, Attack Stance Duration: P Effect: If attacked, all other close attacks against you have trouble until next turn

Shield: 7

Do this all DayPreq: --  Action: S Duration: I Cost: 5 or more Focus Effect:  Heal 2 dmg/1 focus
Shield Bash --Preq: -- Action: S Duration: I Effect: On Fant sux x2dmg, enemy prone
Shield 1 --Preq:  -- Action: S/R Trigger: Attacked Duration: Con Effect: DR 1
Brace for ImpactPreq: Do This All Day Action: R Trigger: Take dmg Duration: I Cost: 5+focus. Effect:1 dmg reduction/focus
Shield WallPreq: Brace for Impact Action: M Duration: Con Effect: Give trouble to all attacks, using a movement action breaks Concentration.
Hurled Shield BashPreq: Shield Bash Action: S Range: x10 Rank spaces Duration: I Cost: 5 Focus Effect: Make rng attack. on Fantastic sux do x2 dmg and knock enemy prone. Shield bounces back to character.
Hurled Shield Block --Preq: Shield Action: R Trigger: Enemy attacks ally’s AGI Duration: I Cost: 10 Focus Range: Rank x5 Effect: Give Shield Ranks to ally.


Traits:
Battle Ready: +30 focus
Combat Reflexes: 1 extra Reaction per round
Connections: Espionage
Determination: No trouble when demoralized
Iron Will: Enemies have “trouble” on rolls to control minds/behavior, Character has “edge” to break free 
Situational Awareness: Edge on Initative 
Signature Attack [Shield]: Edge on attacks with shield.

Tags:
Backup, Headquarters, Heroic, Enemy: Red Skull, Public Identity, Signature Weapon (Shield)
Linguistics: English, German, Russian, Spanish, Japanese, French, and Italian
Discord captainamerica_

Feel free to pester me.

Dragongoddess

#15
Code Name: Techno
Real Name: Victoria Ryker
Faceclaim: Zendaya
Height: 5' 8
Weight: 125 lbs.
Eyes: Brown
Hair: Brown
Gender: Female
Sexual Orientation: Questioning
Size: Average
Distinguishing Features: Small piece of metal wraps around the back of her right ear (inspiration), small spots around joints where small pieces of metal are visible, most notably around her left elbow and wrist, on her right shoulder and at her hips.

History:
History
Born in New York City, Victoria Ryker grew up watching mutants and geniuses save the world on a near-weekly basis. She wanted to be one of them—not for the fame, but because helping people felt right. As a kid, she’d draw lopsided sketches of high-tech suits, invent outlandish powers, and write stories where she always led the charge. But that day—the day she'd become something more—never came.

Through high school, it became obvious: Victoria wasn’t special. No powers. No secret legacy she knew of. Just a smart, restless girl with a lousy track record at part-time jobs and a habit of overreaching. Still, her mother never let her quit. She pushed her, challenged her, taught her to trust her instincts and always read between the lines. Especially when something didn’t seem right.

As a military officer then government agent, her mom was always working, always somewhere she couldn’t talk about—but always came home. With tired eyes and stories about “friend-of-a-friend” situations that sounded a little too tactical. Victoria stopped asking questions. She just learned to notice the things most people missed.

It was tech that gave her direction. What started with sci-fi obsessions turned into sleepless nights coding, soldering, and taking things apart just to understand how they worked. Robotics and hacking became her fluency. She led her school’s tech teams, made a few enemies in the corporate cybersecurity world, and quietly got accepted into MIT.

At school, she let go of the superhero dream. She found meaning in mentorship—in teaching coding to kids, repairing devices for underserved communities, and proving that tech could build bridges where society had burned them.

Then everything changed.

During a semester break, Victoria went home to visit her mother. Just one night with friends, a sleepover in a supposedly safe neighborhood. She never even saw the blast. One second, she was laughing; the next, waking up days later, wired to machines, disoriented, and unable to move. She expected a hospital. Instead, she was in Stark Tower.

They said it was a gas leak, but the story never really added up. Whatever happened that night left her on the edge of death. But someone made a call—a call that got answered faster than most people even knew how to ask. What followed was months of recovery, pain, trial and error. She had to relearn everything, from walking to writing code. She wasn’t just human anymore. The tech in her veins was experimental. Dangerous. And it responded to her like it had been waiting for her all along.

The recovery was brutal. Her muscles didn’t listen, her balance was gone, and the tech embedded in her body had to be recalibrated constantly. But she adapted. Rebuilt. Relearned. That was her gift—not the hardware, but the mindset to evolve.

She transferred her credits to NYU, started a quiet job at Stark Enterprises, and—eventually—earned clearance with S.H.I.E.L.D. Not as a super-soldier or genius billionaire, but as someone who’d survived, adapted, and chose to fight back anyway.

Most people never knew who made that emergency call. Or why Victoria always walked like someone used to hiding in plain sight.

She still volunteers in the city’s public schools. Still lugs boxes of old computers into classrooms that have nothing but chalkboards. Because no matter how advanced her tech gets—or how deep she’s pulled into the shadows—Victoria Ryker never forgets where she came from.

And she knows better than most: sometimes, being a hero means not being seen.

Personality: Victoria Ryker is a fiercely determined innovator with everything to prove and no patience for half-measures. Brilliant and inventive, she thrives on problem-solving and pushing the boundaries of what technology can do. While Victoria enjoys connection and genuinely values her friends, her eccentric mannerisms, hyperfocus, and blunt honesty can make her a difficult person to get close to. Social norms aren’t her strong suit, and though she means well, her intensity can sometimes come off as cold or odd.

But for those who stick around, Victoria reveals a loyal and surprisingly grounded spirit—someone who blends sharp realism with a flicker of hopeful idealism. She's a realist with dreamer’s instincts, always questioning, always building, always trying to make the world a bit better, even if it means breaking a few rules to do it.
Power Notes: Victoria is entirely reliant on her nanotechnology. While she may or may not lose use of her powers if she loses technology, she would not be capable of many parts of daily life.
Teams: S.H.I.E.L.D., Stark Industries
Base: Does not have any specific one of her own.
Origin: High Tech (Nanoparticle Cybernetics)
Occupation: Engineer & Hacker

"Stats"
Melee: -1
Melee Defense: 15
Melee Damage: -2
Agility: 5
Agility Defense: 15
Agility Damage: +5
Resilience: 3
Resilience Defense: 13
Vigilance: 3
Vigilance Defense: 13
Ego: -1
Ego Defense: 9
Ego Damage: +0
Logic: 6
Logic Defense: 16
Logic Damage: +0

Health: 90
Focus: 90
Initiative: +3
Karma: 3

Run: 6
Climb: 3
Swim: 3
Flight: 3

"Backstory"
Origin: High Tech (Nanoparticle Cybernetics)
  • {Tag} Extreme Appearance (Only when nanoparticles are deployed): They look very different than the average person and cannot easily hide their identity.
  • {Trait} Tech Reliance: Relies on technology for powers. When taking damage that would render them unconscious, they can choose instead to lose all tech-related powers and remain conscious with 1 Health Point remaining. Assuming they have access to parts and tools, lost powers can be repaired after a battle.
Occupation: Engineer & Hacker
  • {Tag} Lab Access: Either owns or has access to a Lab filled with technical equip, supplies, and tools they need. This can be anything from a well-stocked high-school classroom to a forensics lab to an industrial site.
  • {Trait} Gearhead: Knows their way around machines. Edge on Logic checks to figure out how any machine works.
  • {Trait} Inventor: Good at coming up with solutions on the fly. Edge on Logic checks when creating or repairing things
  • {Trait} Tech Expertise: Extensive technological training. Edge on Logic checks dealing with technological and machine research. If they have access to an appropriate database center at the time, they gain a second edge on such checks. (Reworked Scientific Expertise)
  • {Trait} Font of Information: Edge on Logic checks to do with knowledge.
  • {Trait} Leverage: Good at figuring out what people want and using it against them. Edge on Logic checks investigating people and on Ego checks persuading people they've investigated.
Other Tags & Traits
  • {Trait} Extra Occupation: They have a busy life, having done all sorts of things. They can choose another occupation.
  • {Trait} Quick Learner - If they fail an action check, they gain Edge on retrying the same action on their next turn.
  • {Trait} Sneaky - Edge on Agility checks when sneaking around. Enemies have trouble on Vigilance checks to detect them when they're invisible or hiding.

"Powers"
  • {Illusion} Invisibility (5 Focus) - (Standard -- Concentrate) Character becomes invisible. They have an edge on Agility checks to sneak past people, and enemies have trouble on Vigilance checks to perceive them. Even harder to spot when unmoving. Characters must be actively trying to do so to make a Vigilance check.
  • {Illusion} Extend Invisibility (10 Focus) - (Standard -- Concentrate) Character makes something – a single person or object – within reach invisible. Can be 1 size bigger than the character per rank.
  • {Illusion} Static Illusion (5 Focus) - (Standard -- Concentrate) With a range of 50 spaces, the character creates a visual-only illusion in line of sight. The illusion can be 3 sizes larger than the character but remains static and unmoving. Character breaks concentration if they leave range or lose line of sight.
  • {Illusion} Animated Illusion (5 Focus) - (Standard -- Concentrate) Character creates a visual-only illusion anywhere in line of sight, within 50 spaces. The illusion can be up to 4 sizes larger than the character, moving freely within limits. Character breaks concentration if they leave range or lose line of sight to it.
  • {Telepathy} TP Link (--) - (Standard -- Concentrate) Character establishes a telepathic link with one person they have met or seen before. Communication can be verbal, visual, or complex (e.g., sharing location information). No distance limit as long as they are within the same dimension. If the target is unwilling: They can attempt to "tune out" the communication automatically. To forcibly establish a TP Link, the character must make a Logic check against the target’s Vigilance defense. On failure: Cannot attempt again that day. On success: Can communicate with the target for 1 round. On Fantastic success: The target cannot shut them out for the rest of the day.
  • {Telepathy} TP Network (5 Focus) - (Standard -- Concentrate) Character creates a telepathic network among a group of willing individuals, each of whom they have met or seen before. Communication can be verbal, visual, or complex (such as sharing location information). The group can include up to 5 people per Rank. There is no distance limit, as long as everyone is within the same dimension.
  • {Telepathy} Mind Reading (--) - (Standard -- 1 Round) Character reads the surface thoughts of a person with whom they have a TP Link. Make a Logic check against the target’s Logic defense. On success, the character reads surface thoughts. On a Fantastic success, they may ask one simple question and receive the answer from the target’s mind.
  • {Telepathy} Machine TP (--) - (Standard -- Concentrate) Character can communicate telepathically with one machine at a time, provided they have met or seen it before. Communication can be verbal, visual, or complex (such as sharing location data). There is no distance limit as long as the character and the machine are within the same dimension. Simple machines have limited conversation but are generally compliant. Complex machines like computers or smartphones may resist communication if secured; the character must make a Logic check against a TN determined by the strength of the security.
  • {Telepathy} ESP (--) - (Standard -- Concentrate) Character can reach out with their mind to sense the presence of others within 100 spaces per rank. This reveals a person’s location and general status, and identifies whether or not they have super-powers. If targets wish to remain undetected, the character must make a Logic check against each target's Vigilance defense. On success, they sense the target. On a Fantastic success, they can also identify the source of any powers the target has.
  • {Telepathy} Animal Bond (--) - (Standard -- Concentrate) Character can communicate telepathically with one animal they have befriended. Communication can be verbal, visual, or complex. The character and the animal must be in the same dimension. Bonded animals generally cooperate with the character’s requests, even if it places them at risk.
  • {Basic} Evasion (--) - (Passive) Character can use Agility defense score against Melee attacks too.
  • {Basic} Accuracy 1 (--) - (Passive) Add +1 to Agility DMG multiplier and to Agility checks other than attacks.
  • {Basic} Brilliance 1 (--) - (Passive) Add +1 to Agility DMG multiplier and to Agility checks other than attacks.

Oro (Captain Bananas)
Code Name: Captain Bananas
Real Name: Oro
Gender: Male
Type: Genetically Modified Panamanian Capuchin
Role: Sidekick, Chaos Gremlin, Tech Assistant

History:  Oro didn’t get the luxury of a normal start. Ripped from his mother as an infant, he was part of a morally bankrupt experiment run by scientists who saw his kind as test subjects, not living beings. Oro spent his early years caged and studied—his natural intelligence enhanced, his instincts manipulated, and his trust in others all but shattered. It wasn’t until a rogue team of government agents stumbled upon the facility that Oro and the rest of his "batch" were liberated.

Most of the rescued primates were sent to rehabilitation programs in the wild. But Oro? He had other plans. Having grown up around humans, he wasn’t interested in trees and jungle calls. He wanted snacks. And chaos.

Sneaking into a luxury resort—because of course he did—Oro found himself shadowing a girl who was far too busy recalibrating her devices to notice the curious capuchin mimicking her every move. Victoria Ryker had no idea what hit her. First it was a missing granola bar. Then a toppled lamp. Then a smug monkey making faces at her from the foot of her bed.

Their “rivalry” escalated until the day it became something more. Agents from the original facility tracked Oro down and launched a retrieval mission, not caring who got in their way. In the mayhem, Victoria’s mother tried to hold them off while Victoria and Oro ran. But escape wasn’t so simple. They were captured—and Victoria was hurt. Oro, frantic and furious, unleashed his latent ability in a burst of distraction, buying Victoria just enough time to activate a hidden phaser. Injured and scared, the two turned invisible and hid until her mother could reach them.

That moment changed everything. For Oro, it meant finally finding someone who didn’t see him as a mistake or an experiment. For Victoria, it meant learning that sometimes the weirdest bonds are the strongest. From then on, they were a team. A brilliant, dysfunctional, inseparable team.

Personality: Oro is a grade-A menace with a genius-level knack for mischief and sarcasm. He’s clever, expressive, and a total gremlin—if gremlins had an eye for sabotage, a flair for drama, and a secret heart of gold. He enjoys annoying Victoria more than anything else on Earth, but he’d also fight to the death for her (and probably prank her mid-rescue).

Despite his antics, Oro is deeply intelligent and capable of surprising insight. He communicates through expressive gestures, stolen voice clips, and occasionally through Victoria’s tech. Oro is loud, infuriating, and wildly uncooperative. He’s also the only one who’s ever matched Victoria’s strange energy without asking her to tone it down. Between the pranks and the chaos, there’s something real: two misfits who found each other by accident and stuck. Just… maybe duck when he starts rummaging through the toolbox.

Sidekick Ability: (Tactical Support) Oro isn’t the kind of sidekick who punches hard or flies fast—he’s the kind who swings through chaos yelling “CHAAAARGE!” while launching a spoon at someone’s head. Equal parts battlefield distraction and banana-fueled tactician, Oro boosts morale by mocking enemies, hyping up allies, and occasionally reenacting historic battles on someone’s shoulder.

His plans shouldn’t work. They really shouldn’t. But somehow, amid the chaos—Victoria gets her shot, enemies trip over themselves, and the day gets saved. He’s more than a sidekick. He’s a menace with a mission.

(Also once declared himself King of the Couch Fort. No one challenged him.)



Code Name: Arcanyx
Real Name: Aurora Crowley
Faceclaim: Elizabeth Gillies
Height: 5'3
Eyes: Grey
Hair: Black/Dark Brown
Gender: Female
Sexual Orientation: Androsexual
Size: Average
Distinguishing Features: "Everything about me is distinguishing." (None)

History:
History (Content Warning: Corruption, Trauma)
Aurora Crowley never knew what it meant to belong. From the moment she took her first breath, the world treated her like a passing shadow—shifted from house to house, face to face, each more fleeting than the last. She learned early that permanence was a lie. Affection, conditional. Safety, temporary. Once or twice, families whispered promises of adoption, of love, but those hopes always crumbled under strange and inexplicable circumstances. No one stayed. Not even the well-meaning social worker who had once felt like a constant—until he, too, vanished into a better offer, leaving her to start over with someone new.

That was the moment Aurora stopped waiting to be saved. She learned to prioritize the one thing that never left her: herself.

Walls went up, sharp and silent. She taught herself not to need. With a cold sort of precision, she built a life around survival and success. She coasted through school on sharp instincts and smarter shortcuts. She did what was necessary—no more, no less—and still managed to outpace her peers. Aurora wasn’t a workaholic. She just liked winning. Liked the challenge. Liked knowing she could.

Her magic surfaced sometime in high school—quiet, instinctive, powerful. She didn’t question it. Why would she? The universe had finally given her something she could use. She wielded it like everything else: strategically, indulgently, unapologetically. It became another tool in her arsenal, another edge in a world that rewarded the cunning.

Through college, she became relentless. Unyielding. She carved her way into one of the most prestigious law schools in the country on the sheer strength of will and work ethic alone. She studied, networked, climbed, outpaced. By the time she graduated, she’d transformed into the kind of woman no one could ignore—elegant, formidable, untouchable.

Her chosen path? Defending those the world had discarded, if they could afford the price. Ruthless in the courtroom, Aurora became a legend among the elite.

Then came the choices that earned her a name.

A transport van carrying a group of offenders was ambushed en route to a secure facility. Two officers were tragically killed. The detainees vanished. Authorities traced the attack to an anonymous tip and a magically encrypted trail that led straight to Aurora Crowley. No charges were filed. But the whispers began.

Later, she was handed a high-profile case: a guaranteed win defending a corporate heir accused of serious misconduct. Aurora lost—spectacularly. The public claimed she threw the trial for a payday or political favor. The truth was quieter: the stakes went deeper than anyone knew. Winning would have caused irreversible harm. So she let the case burn. No one could prove it.

Then came the safehouse incident. Surveillance photos leaked showing Aurora in a secluded property with several missing young adults—people the city had written off. They were unharmed. Comfortable. But no explanation followed. She refused to speak. The rumors filled in the gaps.

But her most damning moment came on camera. A viral video captured her in full magical fury—smirking as she drained the life from several licensed heroes mid-combat, standing calm amidst conjured flames and glowing crimson bands. No excuse. No defense. That footage sealed her fate. Villain. No one asked why she was there. No one cared what led her to that battlefield.

Whispers claim she struck pacts with dark forces. The truth? Aurora doesn’t know where her power comes from. Only that it answers her call. That it sharpens when she’s cornered. And that it’s hers alone.

Despite it all, she still takes pro bono cases for the system-impacted. She donates sizable, untraceable sums to shelters and outreach programs for the forgotten. But she never mentions it. Only a few people know the truth—rare exceptions who saw through the myth and chose to stand beside her: as believers, as allies, or as survivors of the system she refuses to abandon.

She doesn’t seek redemption. She doesn’t believe in it.

She just keeps moving forward—cold, brilliant, indulgent, and entirely on her own terms.


Personality: Aurora Crowley is the embodiment of calculated indulgence—brilliant when it benefits her, biting when provoked, and utterly unbothered by expectations she didn’t set herself. She’s sharp-witted and unapologetically self-interested, rarely lifting a finger unless there’s something in it for her. Efficiency is her religion; she only does what’s absolutely necessary and prefers clever shortcuts over wasted effort. Some call it laziness—she calls it resource allocation.

She’s sarcastic to a fault, with a talent for weaponizing words and a resting smirk that says she’s always two steps ahead. Challenges are the only thing that draw her out of a comfortable haze; if something is too easy, it’s not worth her attention. Still, when she chooses to act, she does so with ruthless precision and disarming poise.

Aurora doesn't pretend to be kind. She doesn’t go out of her way to help. But every so often, a glimmer of something softer flickers beneath the surface—a choice made quietly, a life changed with no credit taken. She’ll deny it if asked, of course. She's got a reputation to maintain.

Teams: "Others don't play well with me."
Base: Has been confiscated for the time being.
Origin: Mythic: Olympian (Hekate)
Occupation: Lawyer

"Stats"
Melee: -3
Melee Defense: 7
Melee Damage: -3
Agility: 5
Agility Defense: 15
Agility Damage: +5
Resilience: 5
Resilience Defense: 15
Vigilance: 6
Vigilance Defense: 16
Ego: 5
Ego Defense: 15
Ego Damage: +8
Logic: 0
Logic Defense: 10
Logic Damage: +0

Health: 150
Focus: 210
Initiative: +6
Karma: --

Run: 6
Climb: 3
Swim: 3
Flight: 3

"Backstory"
Origin: Mythic: Olympian (Hekate; Goddess of Magic, Crossroads, and the Night)
  • {Trait} Supernatural - Magical powers or powers based on something magical.
  • {Trait} God Heritage - The character or at least one of their ancestors is a god. Pick something they're the god of. They don't necessarily have to be one that people have heard of, they can be the god of something entirely new. They take Edge when dealing with something they're the god of. Restriction: this trait can only be chosen by characters with a mythic origin and an attachment to a particular pantheon, like Asgardian or Olympian.
  • {Trait} Enhanced Physique - Stronger than regular humans. Treat them as one size bigger for lifting, carrying, swinging, and throwing things. (Does not stack with other factors.)
Occupation: Lawyer
  • {Trait} Dealmaker - Skilled at the art of negotiation. Edge on action checks to do with making deals.
  • {Trait} Legal Eagle - They know the laws of their homeland and can help others navigate them. Edge on Logic checks when dealing with legalities.
  • {Trait} Public Speaking - Knows how to get the attention of a crowd, whether at a political rally or in front of a jury or a classroom. Edge on Ego checks when attempting to persuade groups.
Other Tags & Traits
  • {Trait} Combat Reflexes - They can react quickly in combat. One additional reaction each turn.
  • {Trait} Battle Ready - Always mentally prepared for any sort of trouble to start. Add +30 Focus.
  • {Trait} Surprising Power (Energy Absorption) - They can choose a power they normally wouldn't be able to use. Will still need to have any prerequisite powers, but can ignore rank and origin requirements. This trait can be selected multiple times.
  • {Tag} Villainous - A villain who cares little for the rights of others, up to and including their right to live.
  • {Tag} Authority (The State Bar) - They have a legal authority of some kind. Commissioned officer, privateer, bounty hunter, doctor, firearms dealer, lawyer, pharmacist, police officer, private investigator, mayor, governor and so on. This tag can be selected multiple times if appropriate.
  • {Tag} Authority ("Parole Officer" (Person ensuring she is helping heroes)) - They have a legal authority of some kind. Commissioned officer, privateer, bounty hunter, doctor, firearms dealer, lawyer, pharmacist, police officer, private investigator, mayor, governor and so on. This tag can be selected multiple times if appropriate.
  • {Tag} Mysterious - They do not understand how or why they have powers. This can be unsettling and even dangerous, but they may take it in stride.
  • {Tag} Rich - Plenty access to money. They want it, they buy it.
  • {Tag} Dependent (The Nevahs) - They have young children, elderly relatives, or others who rely on them. They can't just abandon these people and must check on them and help care for them on a regular basis.
  • {Tag} Hounded - A member of a group of people who are persecuted for simply being themselves.
  • {Tag} Chaotic - They have been affected by the chaos lord Chthon.
  • {Tag} Sorcerous - Dedicated to the study of traditional magic, also known as sorcery.

"Powers"
  • {Magic} Brain Drain (5 Focus) - (Reaction) When a target is grabbed,  makes Ego attack against the target's Vigilance. On success, target takes regular Focus DMG, and character heals half that much Focus for themselves. On Fantastic, character heals full Focus DMG instead.
  • {Magic} Powerful Hex (5+Cost Focus) - (Standard) Character casts a hex that allows them to use any other power that they have the rank to use, even if they would not normally meet the power's other prerequisites. They pay the regular Focus cost, plus 5. If duration of used power is permanent, it is concentrate instead. If the power is a numbered permanent power, the Focus cost is 5 times that number instead.
  • {Magic} Shield of the Seraphim (10 Focus) - (Standard or Reaction -- Concentrate) The character produces a magical shield that protects them from physical damage. Any attacks against them that do 20 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 20 points of damage, it destroys the protection. Either way, the character remains unharmed.
  • {Magic} Flames of Faltine (5 Focus) - (Standard) Within range of 10 spaces, character makes Ego check against Agility defense of target in line of sight. On success, target takes double DMG and suffers 5 DMG at end of each round until someone uses an action to put out the flames.
  • {Magic} Crimson Bands of Cytorrak (10 Focus) - (Standard -- Concentrate) Character makes Ego check with edge against Melee defense of target in line of sight. On success, the crimson bands paralyze the target. On Fantastic, target can be pinned. Breaking out of the crimson bands requires a Melee check vs TN20.
  • {Magic} Vapors of Valtorr (10 Focus) - (Standard -- Concentrate) The character creates an inky mist for up to 25 spaces per rank around them that blocks all line of sight beyond 5 spaces. On later turns, the character can have the mist attacks one target at a time. Make an Ego check against the target's Vigilance defense. On a success, the attack does regular damage. On a Fantastic success, it does double damage and blinds the target for one turn.
  • {Basic - Surprising Power} Energy Absorption (15 Focus) - (Reaction) Character can take any Health DMG done to them (after applying damage reduction), ignore it, and add that number to Focus up to double their regular max Focus. Once combat is over, any surplus fades.
  • (Basic) Wisecracker - (Reaction -- Passive) Character cracks a joke at foe's expense. Make Ego attack. On success, inflict regular Focus DMG. On Fantastic, double DMG, stunning for 1 round.
  • (Basic) Discipline 1, 2, 3 - (Passive) Add +1, +2, or +3 to Ego damage multiplier and to Ego checks other than attacks.
  • (Basic) Healing Factor - (Passive) By end of character's turn, they regain HP equal to RES. (Works outside combat too, quickly bringing them back to full health.)

lux89


keyotess

#17
Completed


Chloe and Zoe


Valkyre
Code Name: Valkyre
Real Name: Chloe and Zoe Jett
Age: 23
Faceclaim: Olivia and Jessica Sys
Height: Twins: 5' 1" / Valkyre: 8'
Build:  Twins: busty, slim and petite / Valkyre: busty, tall and muscular
Eyes: Blue
Hair: Blonde
Gender: Female
Sexual Orientation: Lesbian
Distinguishing Features: they are identical twins
History:
Chloe and Zoe had a normal life with their average parents.  Although eventually their parents ended up divorcing, but they did work together to provide for the twins. 

Zoe and Chloe loved switching places, doing everything together.  It got to the point that even their parents were no longer sure who was who.  The twins often talked about being one person in two bodies. Of course school administration hated it when Chloe and Zoe would switch places and classes, eventually though they gave up and always scheduled the twins to the same classes, it was just easier.

During college, they started cooking because they were unsastified with the different cafeterias. They slowly got good and made money on the side doing cosplay for computer games they loved.  Eventually they got into posting videos of them cooking in costume or making videos of making their costumes, getting feedback from fans on what costume to make next or what food to make.  Their fan base slowly grew as they got better at cooking, making costumes and filming. 

Eventually they got invited to convections and during one of them, tehy got kidnapped by some cultists of someone they called the Mother of Demons.  A magic ritual was going on around them when a blue skinned strange looking woman showed up.  And then several other women, all of them started slinging magic around.  Chloe and Zoe couldn't do anything as they were tied down to an altar.  Suddenly they were hit by a spell, then other spells tried to stop or alter what was going on.  They really didn't understand who was who and why they were fighting, all they knew was suddenly they were together inside of a strong, muscular blonde body.  They broke free of the bindings and crashed their way out of the cellar they were being held in, escaping the fighting. 

They got home, discovered they could fly in the process.  Anyway it was all a big mess, but they kept secret they could combine together to turn into Valkyre, the superheroine.  They discovered that the different bodies keep the last clothing they were wearing, so they have developed a style for Valkyre with clothing that was tougher than normal to survive fights.  They also started fighting crime, almost by accident, as situations started happening around them and they could either stand aside or help.  They now had the ability to help, so they did.

Personality:
Chloe and Zoe are nice, but they do like to confuse people as too who is who.  At this point, no one knows who was originally Zoe and who was Chloe.  They share everything with each other, even girlfriends at times. They try to use their fame to help those in need, bringing people's attention to different causes in need of attention.  They approach life seriously but with a sense of humor about everything. 

They can now be Two Minds in One Body or One Mind in Two Bodies.

Base: New York streets.


"Stats"
Twins/Valkyre
Melee: 0/5
Melee Defense: 10/14
Melee Damage: Marvel Die x3 + 0 / Marvel Die x6 + 5
Melee Non-Combat Check: +0/+8
Agility: 2/1
Agility Defense: 12/10, using Melee Def: 14
Agility Damage: Marvel Die x3 + 2/1
Agility Non-combat Check: +2/+1
Resilience: 1/3
Resilience Defense: 11/13
Resilience Non-Combat Check: +1 / +3
Vigilance: 2
Vigilance Defense: 12
Vigilance Non-Combat Check: +2
Ego: 3
Ego Defense: 13
Ego Damage: Marvel Die x3 + 3
Ego Non-Combat Check: +3
Logic: 1
Logic Defense: 11
Logic Damage: Marvel Die x3 + 1
Logic Non_Combat Check: +1

Karma: 3
Health: Twins: 30/30 Valkyre: 90: damage reduction 2
Focus: 60, Valkyre: damage reduction 1

Twin Form:

Size: Average:  5'1"
Run: 5 spaces
Climb: 2.5 spaces
Swim: 2.5 spaces
Jump: 2.5 spaces

Valkrye Form:

Size: Big: 8'
Reach: 2 spaces
Run: 6 spaces
Climb: 3 spaces
Swim: 3 spaces
Jump: 3 spaces
Flight: Combat: 18 spaces, Out of combat: 54 spaces
Carrying, Lifting, Throwing: as if Titanic size

"Backstory"

Rank: 3, Ability points: 15, Powers: 12+1 for using only 2 power sets
Origin: Magic, Tag: supernatural, they got caught in multiple spells during a magic battle between Lilith, Morgana, Enchantress and Circe.
Occupation: Entertainer/Online Influencer: traits: Famous, Presense, Videography
Chloe and Zoe are youtube, tiktok and instagram content creators.  They give themselves cooking challenges and try different dances while dressed up in Cosplay outfits.  They have millions of followers.


Tags:
Linguist: Twin speak: Chloe and Zoe have their own language
Rich: They have access to plenty of money.  If they want something normally and legally available to people, they can simply buy it.  They aren't buying yachts and one of a kind cars, but they are living very comfortably with a nice house with a professional kitchen and top of the line camera setup.
Cook: They are expert cooks.
Crafting: They can create extravagant costumes
Heroic: They help people in need and they do their best not to kill, even with people who might deserve it.

Alternate Form: Chloe and Zoe can combine into one form, they call that form their Valkyre form.  They have to be able to touch and will themselves to combine. If one is unconscious, they can not combine into the Valkyre form.  While in Valkyre form they have superpowers and abiliites with increased physical abilities.  If they fall unconscious while in Valkrye form, they will separate into their normal bodies.  They share memories while they are combined, making it harder for even them to tell who is Zoe and Chloe.
Secret ID: Because they change forms to do their superheroining, their real identity is hidden from the public and they take precaustions to keep their private lives private.  Their is a fear that their family could come under attack by their enemies.  It has interrupted several of their dates.
Trouble Magnet: Things happen around them more often now, forcing them to take on their Valkyre form and save people.
Mysterious: They do not entirely understand how or why they have powers.  This can prove unsettling and perhaps even dangerous.
Supernatural: Their powers have a magical basis to them.
Enemy: Lilith and Succubi
Immune, Valkyre form: Disease and aging. Due to being living light.


Traits:
Presense: They know how to command attention on demand.  They have an edge on Ego Checks that involve getting people to pay attention to them or to voluntarily do things for them.
Famous: The Twins are widely known among cooking and cosplay shows on youtube, tiktok and instagram. They are well liked because they are serious but playful.  The have edge when making an Ego check to persuade someone who thinks favorably of them.  They have trouble when making an Ego check to persuade someone who dislikes them.  This trait only works for their twin(normal) form.
Videography: the practice of capturing moving images on electronic media, including digital cameras, videotapes, and streaming media. It encompasses both the capture of footage and the editing and post-production processes. Essentially, videography is the art and technology of creating video content, whether for documentaries, commercials, or social media.  They have edge when dealing with videos.
Beguiling: The character has edge when making an Ego check to persuade someone that would be attracted to them.
Iron Will: Valkyre form: Enemiles have trouble on Ego attacks to control the characters mind or influence their behavior.  Also, the character gains an edge on Ego checks to break free of mind control or other compulsions.
Big: Valkyre Form: The character's size is Big, which applies -1 to their Melee and Agility defenses. They add +1 to their Run Speed, and increases their reach to 2 spaces.  They still occupy a single space.

"Powers: only Valkyre form"
Basic Powers:
Brawling: character can use their Melee defense score against Agility attacks too.
Healing Factor: at the end of the character's turn, they regain Health equal to their Resilience. (This works outside of combat too, quickly bringing them back to full Health.)
Flight 1: character can fly.  Their combat Flight Speed is equal to their rank times their Run Speed.  Outside of combat they can move three times their Flight Speed.
Mighty 1,2,3: treat the character as three sizes gigger for lifting, carrying, swinging and throwing things. They also add +3 to their Melee damage multipler and they gain a +3 bonus to Melee checks other than attacks.
Sturdy 1,2: character gains Health Damage Reduction 2 versus any damage to Health.
Uncanny 1: any damage multipier for attacks aginst the character's focus is reduced by 1.

Magic Set:
Sense Supernatural: Action: standard, Duration: Concentration
Effect: character can reach out with their mind to sense the presence of supernatural people, places or things within 100 spaces per rank. This tells them the location of the supernatural thing and its general status.
If a target or targets wish to remain undetected, the character must make an Ego check and compare it against each target's vigilance defense. If they succeed, they sense the target.  On a Fantastic success, they can also identify if the target is cursed or demonic.

Super-Strength:
Clobber: Action: Standard, Duration: Instant,
Effect: character makes a close attack against an enemy.  If the attack is a success, they enemy takes regular damage.  On a Fantastic sucees, they enemy takes double damage damage and is knocked prone.
Smash: Action: Standard, Duration: Instant, Cost: 5 or more Focus
Effect: Character makes a close attack with an Edge.  For this attack, add +1 to Melee damage bonus for every 2 points of Focus they spend.  On a success, affected target takes that total damage.  On a Fantastic success, affected target takes double that total damage and is stunned for one round.
Immovable: for every point of Melee defense a character has, they can reduce knockback by 1 space.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

aleph666

#18



Code Name:
Jagtyger
Real Name: Junichirou Nikolaevich Howlett
Rank: 3

Faceclaim: Takashi Yamaguchi
Voiceclaim: Brian Bloom

Height: 5ft 10in
Weight: 91kg (Reinforced Skeleton)

Eyes: Green left eye; Blue right eye
Hair: Raven-black, Shoulder length
Gender: M
Sexual Orientation: Straight
Size: Average
Distinguishing features: 6 fingers and toes, Mismatched eyes, Slitted eyes, 5 half-inch scars (4 on the left of his throat, 1 on the right), Lichtenberg Burn scar (back of skull, shoulders and spine), Fangs, Split Lower-Jaw, Retractable Finger-claws and Talons, Retractable Hidden-blade under-wrist claw, Retractable foot claws, Retractable Pilebunker Arm Tusks

History:
[/font][/size][/color]
Junichiro Nikolaevich Howlett, known as Nik, was born in the shadow of tragedy shortly after the Sabretooth War claimed the life of his father, Akihiro Howlett aka Fang. Following Fang’s death, Clara Creed, Nik’s mother, attempted to shield her son from the chaos of the mutant world, but her efforts ended before it couuld bear any fruit. At age five, a catastrophic event—shrouded in Nik’s fragmented memories—resulted in Clara’s death and severe injuries to Nik, including broken limbs, internal haemorraging and lichtenberg burns. Sabretooth, in a twisted attempt to save his nephew by awakening his dormant mutant abilities, performed a gruesome procedure on-site. To reinforce Nik’s shattered bones, Sabretooth used an experimental Titanium-Tantalum-Niobium-Zirconium foam, a biocompatible alloy known for its use in bone-replacement implants. Furthermore, he implanted Clara’s heart, adrenal gland, kidneys, and one eye into Nik, alongside a dose of Mutant Growth Hormone derived from his own flesh. The trauma of the hour long procedure, with no shelter from the raw pain and fear, burned Sabretooth's looming face as the only clear memory in Nik’s psyche. The exact details of Clara’s death, however, remains shrouded.

At age six, Anastasia Tatiana Kravinova, known as The Thundercat, spirited Nik away from Sabretooth’s clutches. Her motives were, initially, to use him as bait to draw out Sabretooth, with whom she had a longstanding vendetta. Driven by her own vendetta against Creed, Anastasia took Nik to Pleistocene Park, east side of Sakha Republic of Siberia. It is a joint de-extinction venture involving Russia, Mongolia, Sokovia, Latveria, and Symkaria. The park, dedicated to reviving prehistoric species like dire wolves and mammoths, became Nik’s training ground. She raised him as if he were a Kravinoff, teaching him to track, hunt, survive off the land, and embrace the predatory instincts of his mutant heritage. She trained him in her own style of Krav Maga, unconsciously preparing him for a destiny tied to her once family. While there is no doubt she cared for her protege, she also saw him as a potential weapon against The Last Son of Kraven, if not Sabretooth himself.

By the time Nik is thirteen, the only person who tracked him down was up none other than Akihiro, now known returned as Hellverine. Nik's life changed as he reunited with his father, and served as a pivot in his life over the next 5 years he learnt the Howlett family combat style, stories of mutantkind, Krakoa, the Sabretooth War, and Nik’s extended family. Finally, the boy had some closure about his father’s absence and a sense of identity.

Time passed in a blink of an eye as the Pleistocene park developed, and soon, it was time for Akihiro to leave. Nikolae, now 17 years old, decided to leave with his father. At Vladivostok International Airport, shortly before boarding a plane bound for Tokyo, he found a farewell letter on him from Anastasia.

It read:

My cub,

You are a grown man now, out to make your mark on this world. You are no longer a sniveling child hiding in the corner, and this world shall not allow you to be. And after all these years, I know you have no need to. I have watched you stumble, watched you run, watched you grow. And now, I watch you go. I watch you enter a cycle spun by me and all others before me, with no recourse but to ride the wave or be swept under it. Honor is for the dead. And you, Nikolae? I forbid you to die. Keep your head high, and never ever falter. No matter what. No matter for who. Stalk their steps and Run them down, until it is done.

Remember, there is always need for someone to break open mammoth poop.

Be well.
A.

P.S. I have handed a tupperware of khaan to your father as Your airport snack, and a Sattelite phone in your luggage. Call every month. Or else.


In Tokyo, Nik served a year as Hellverine’s sidekick, Jagtyger. He did odd jobs and fought crime here and there, but it was mostly getting used to the realities of the concrete jungle congested with people, and being spoiled by Aunt Kinney. Once he seemed to find his own feet, Akihiro took him to the place he was raised. He stood before a bridge pillar and recalled aloud a ghost of a village, the foster parents he was lucky to have, and a brother who didn't deserve him. He revealed to his son that Nik was supposed to be named after the same brother, Junichirou, after he was born. It was supposed to be Akihiro's penance, but is up to Nik if he wanted it anymore. The duo and Laura moved to New York, USA shortly after. There, Nik recieved from his father an odd looking revolver that once belonged to a half-uncle who had went by Gunhawk, and told him that no matter what, he must remember who his family is.

As of now, at 19 years of age, Nik had spent a year and a half in Manhattan, establishing himself as a private investigator operating from the basement of the Renwick Ruins on Roosevelt Island. He forged ties with the NYPD while turning every stone for both Creed and Kraven. Recently, however, he's been following a breadcrumb trail regarding Alchemax Genetix, a corporation rumored to experiment on mutants and pursue a merger with the Life Foundation.

Beyond life as Jagtyger, Nik also clears diseased strays from his territory and moonlighted at local animal shelters. He is also a collector of 90's tech. He communicates with his contacts via a pager.
[/font][/size][/color]

Personality: Aloof, politely distant, and dry gallows-humor despite himself.

Origin: Mutant
Team: Wolverines
Base: The basement of Renwick Ruin, Roosevelt Island.
Occupation: Investigator - Trained to solve mysteries as Private detective.

Stats:
[/font][/size][/color]
Melee: 4
Melee Defense: 14
Melee Damage: Marvel Die x4 + 4

Agility: 3
Agility Defense: 13
Agility Damage: Marvel Die x3 + 3

Resilience: 4
Resilience Defense: 14

Vigilance: 2
Vigilance Defense: 12

Ego: 1
Ego Defense: 11
Ego Damage: Marvel Die x3 + 1

Logic:1
Logic Defense: 11
Logic Damage: Marvel Die x3 + 1

Health: 120
Health Dmg Reduction: -1
Focus: 60
Focus Dmg Reduction: -1
Initiative: +2
Karma: 3

Run: 5
Climb: 3
Swim: 3
Flight: 0
[/font][/size][/color]

Powers:
[/font][/size][/color]

Basic: 6
Brawling
Healing Factor
Heightened Senses I
Mighty I
Reinforced Skeleton
Uncanny I

Illusion: 1
Invisibility

Martial Arts: 2
Attack Stance
Counterstrike Technique


Melee Weapons: 2
Hit & Run
Riposte

Ranged Weapons: 1
Double Tap
[/font][/size][/color]

Traits:
[/font][/size][/color]
Beguiling - Natural Pheromones that amplify any attraction. Gives an edge when making an Ego check to persuade someone who could be attracted to them.
Berserker - They often lose control of their temper. Any time they take physical damage, they must make an Ego check with a TN equal to the amount of damage done. If they fail, they go berserk and must charge at full speed into combat with the enemy who hurt them. Being berserk gives them an edge on all close attacks and adds +2 to their Melee, Resilience, and Ego defenses. However it takes -2 from Agility defense, and they cannot use ranged weapons. If they defeat the enemy who hurt them, they must charge to attack the nearest foe. At the end of their turn, they lose 5 Focus. When Focus is reduced to the point that they cannot voluntarily spend any more Focus or if there are no enemies in sight, the berserk state automatically ends.

Determination: No trouble when demoralized. Eg: Rick Astley

Investigator: Connection - Police
Investigator: Interrogation - Has the know how to ask the right questions in the right way. Edge on Ego or Logic checks made when asking questions.
Investigator: Investigation - Expert investigator. Edge on Vigilance checks spotting clues and on Logic checks interpreting clues. If they have access to a forensics lab at the time, they gain a second edge on such checks.
[/font][/size][/color]

Tags:
[/font][/size][/color]
Hounded - From Origin: Mutant. A member of a group of people who are persecuted for simply being themselves.
Krakoan - From Origin: Mutant. As a mutant, they're a citizen of the island-nation Krakoa and can travel to and from there freely. If they're killed and the Five - a group of powerful mutants - are able to work together, they can be resurrected into an identical new body with most memories intact. If killed in the Otherworld, they can still be resurrected but changed in unpredictable ways. How this might affect them is up to the Narrator. Restriction: For mutants only.
X-Gene - From Origin: Mutant. Mutant genes causing them to develop super-powers. Restriction: For mutants only.
Obligation - Roosevelt Animal Shelter
Secret Identity - Real identity is a secret to the public. This makes it harder to ask friends and strangers for help - but also makes it harder for enemies to target them and those same people.
Signature Weapon - Retractable Pilebunker Arm Tusk. Looks like a cross between a Narwhal tusk and spiral dagger, with five sides. It shoots out like spear-mantis shrimp. Fun fact: Spiral daggers are NOT banned by Geneva nor Hague conventions.
Signature Weapon - Gunhawk, the .44 Magnum Blowback Auto-revolver.
Signature Weapon - Kerberos, the 12-gauge triple-barreled break-action shotgun.  Fun fact: Break-action 12-guage shotguns can fire .50 caliber rounds. Yes, it is illegal to do so.
Headquarters - The basement of Renwick Ruin, Roosevelt Island. Contains a Slavic Firing Range, off-the-shelf ramshackle forensics lab, CRT monitors, mechanical keyboards, squatting corner with hardbass boombox, hammock etc.
Mentor - Thundercat aka Anastasia Kravinova
Mentor - Hellverine aka Akihiro Howlett
Mentor - X-23 aka Laura Kinney-Howlett
Immunities: Alcohol, Diseases, Drugs, Poison, Viruses
Linguistics: English, Russian, Japanese, Esperanto, and Latin
[/size][/color][/font]

CurvyKitten

#19


Code Name: Enigma Real Name: Ava/Zane Jaxx (Trixie…)
Rank: 3
Faceclaim: varies but main is Taylor momsen and Andy black
Height: Ava-5’8” /Zane 6’3”
Weight: 125 lbs/ 198 lbs Eyes: hazel/blue Hair: blonde/black
Gender: varies
Sexual Orientation: pansexual
Origin: Magic-chaotic
Teams: na
Base: na
Occupation: entertainer (thief on the side)

Abilities:
Melee: 1 (11) Agility: 2 (12) Resilience: 3 (13) Vigilance: 3 (13) Ego: 3 (13)  Logic: 2 (12)
Health: 90  Focus: 90(90)  Karma:Init Mod: +2 and Edge  Speed:Dam: Size: Avg

History
Trixie was born in a backwoods cabin in the bayou of Louisiana. Her father was drunk and her mother a half-drugged slut that had gotten knocked up. At least that was what her father always said. Her world was filled with fighting and dodging her father’s angry fists the most of her life. Her only reprieve from this was her time at school. Those few hours during the day were always her favorite, so she tended to do well despite her horrible home life. But in the end, Trixie would have to go to face whatever mood her parents were in that day. As the horrible overly told story goes, her father would beat her during his bouts of anger and her mother of course sat back and watched it happen. After all, as far as they were concerned Trixie was only getting what she deserved.

Her only real friend was sadly the dark voice in her head. It had been there all her life. Always soothing or encouraging to do things. Some good and some so bad Trixie never spoke of them. This voice was always there after every beating, fight, or insult sent her way. That voice became Trixie’s only calming force.

But even with the voice there, Trixie could only take so much and soon she began to crack. Her mind breaks one part at a time. Alters appear as protectors and creative outlets. These other parts would take control when things became too much. Much of her childhood all Trixie remembers is a bright white room. The others lock the memories away. Which was a hard task considering her ability to remember details. But nothing will budge the barriers in her mind. So those memories are locked away…for now.

When she was 16 things took a turn for the worst, coming home and heading straight for her room Trixie saw that it had been trashed. Her song lyrics and poems had been tossed every which way. It pissed her off and the voice only encouraged her rage. Stupidly she turned and started to scream at her parents. They had gone into her room looking for the money she had managed to save. And ended up tearing up her room in the process, screaming and saying she needed to contribute to this home. In truth, her father had lost his job and they needed the money to feed their addictions. But none of that mattered as her father came after her, slamming her into her room and trying to take advantage of her. After all, she could earn her keep one way or another.

The voice spoke up then, offering help and an escape. That it could give her the power to fight back and reach her true potential. Trixie, having no way to fight, agreed. After all, the voice had been with her all her life. Why wouldn’t Trixie trust it?

The bright white room again took over vision. By the time they came too, her parents were dead. The trailer was mostly destroyed, but somehow they had been placed beyond the carnage. It was then that Trixie took a near-permanent back seat. Unable to face what she’d done.

No chance to grab more from the rubble of what was once their home. Sirens sounded in the distance. Ava took her over and with a new set of powers backing them up, they ran. Nothing but the clothes on their back. After all they didn’t need anything or anyone now. Powers, real honest-to-god powers were in their grasp.

A new shape-shifting ability gave the alters a chance to truly appear as themselves. The two main being her protectors and boldest of voices are Ava and Zane. The two are very different from the young Trixie.

They ran for a long time, stealing or singing for their room and board. Working their way to New York just after they turned 20. They found the underground rock scene and broke in with a bag. A show at a small death trap of a bar. But it went off without a hitch. And soon they started getting work in other places. The two lead singers Ava and Zane never being seen together leads to rampant rumors and a mysterious allure. A lure that just recently drew the attention of a manager. (Maybe shady) and became Hexxed the newest band in the underground scene. 

It has not gotten far yet, as they are still squatting in an old printing company building.  They do what is necessary to survive, so stealing isn’t something they are shy about, or bad at. Their powers grew over the years, yet still tricky. Sometimes when struggling for control they can shift without warning. And who knows who they wake up as?! Their other powers are chaotic and at times unpredictable, but they have become a force not to be messed with.


Powers:
Magic-chaos: 5

Hex bolt -- Cost:5F Action: standard  Duration: Con Effect: fire a hex bolt at for. Ego check against agility check. Success normal damage, fantastic X2 damage and trouble

Powerfull hex -- Cost: 5F+ cost Action: S Duration: varies Effect: can reproduce abilities of rank 3 or lower. Add focus cost +5 and of permanent is now concentration

Probability manipulation hex -- cost: 10 Action: standard or reaction Duration: con Effect: when ally within 15 spaces(rank x5) attempts a check with trouble thus hex eliminates trouble.

Protection hex -- Cost: 10f Action:standard Duration: con Effect: hex to protect self. Ego check results are new defense. If the outcome isn't liked. Can drop hex and try again

Jynx -- Cost: 5f Action: standard Duration: con
Effect: ego check against ego defense target has trouble on all actions.

Basic: 4

Combat trickeryCost: 5F Action: reaction Duration: Instant  Effect:  oceper turn this can effect rank 3 or higher. Auto roll 1 can not be effected be trouble.

Healing factor -- Duration: permanen effect:+3 hp at end of every turn

Disguise -- Action: S Duration: permanent Effect: change all body features to look like someone else.

Shape-shiftAction: s or R Duration: permanent Effect:can shift into other living beings. (ie animals and people)1 size smaller or bigger get skills to f new shape. (ie birds means you can fly)

Teleport

BlinkAction: S or R Duration: instant Effect: blink to an open space you can see or have been to.

Blink barrageCost: 5F Action: S or M Duration: I Effect: blink several times to new empty space. Attacks get trouble that round.

Blink defense -- Cost: 10f Action: reaction Duration: I Effect: pop away from attack that reaches you. And then reappear in the same space unharmed.

Traits:
Presence: Known for commanding attention. Character has edge when trying to persuade groups.

Connection: fixer and manager

Fearless:extremely brave has edge against attacks meant to cause fear

Sneaky:edge of agility checks to be sneaky. when sneaking around enemies have trouble with vigilance checks to detect character when hiding or even invisible.

Eidetic memory: rarely forgets anything. If player forgets they can as narrator for a reminder.


tags
Supernatural
Chaotic
Mysterious
Public identity
Streetwise