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Thread: Heritage367's Den of Characters!

  1. #1
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    Heritage367's Den of Characters!

    Here there be characters both fair and fell!

  2. #2
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    Deep Freeze



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

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

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

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

    Altered Physiology
    • Immunity 1 (Cold) - 1 pp

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  3. #3
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    Re: Heritage367's Den of Characters!



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Power Points:
    Abilities 22 + Powers 61 + Advantages 8 + Skills 23 + Defenses 21: 135 Total
    Last edited by Heritage367; 05-07-2014 at 01:46 PM.

  4. #4
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    Re: Heritage367's Den of Characters!



    Name: Nef
    Age: 23
    Race: Changeling
    Height: 5’ 8”
    Weight: 127 lb
    Eyes: White
    Hair: White
    Skin: White
    Power Level: 7

    ABILITIES
    Strength 1
    Stamina 2
    Agility 3
    Dexterity 3
    Fighting 2
    Intellect 2
    Awareness 2
    Presence 4

    POWERS
    Changeling Nature
    • Morph 3 (Any medium humanoid) - 15 pp
    • Feature 1 (Mimicry) - 1 pp

    Ring of the Bard (Device, Removable -2) - 8 PP
    • Protection 4
    • Comprehend 3 (Read, Speak and Understand All Languages)

    ADVANTAGES (* denotes Presence bonus)
    Connected*
    Eidetic Memory
    Equipment 1
    Fascinate (Singing)*
    Inspire 2*

    COMPLICATIONS
    Motivation: Justice. Growing up in Sharn's Torchlight District, Nef has seen that the rich also have secret faces, and often use their wealth to get away with murder. This is something she would very much like to change.

    The Family Business: Nef's family are all part of the Tyrants gang, a life she worked very hard to get away from, but you can't avoid your family forever.

    Secret: 'Nephalyne Calandril' is a beautiful human member of the Circle of Song; too bad she doesn't really exist.

    The Shroud of Shadows: Nef owns a special night-black garment that changes to match whatever appearance she adopts; it's loss would make her life much harder.

    EQUIPMENT
    Blinding powder (Close Cumulative Affliction 4, Resisted by Dodge, Limited to Visual, Impaired, Disabled, Unaware) – 2 ep
    Lockpicks - 1 ep
    Stiletto (Strength-based Damage 2) – 2 ep

    SKILLS
    Acrobatics 2 (+5)
    Close Combat: Stiletto 9 (+11)
    Deception 6 (+10/+30 Morph)
    Expertise: Eidetic Memory 0 (+2)
    Expertise: Singing 6 (+8/+10 Performance)
    Investigation 3 (+5)
    Perception 3 (+5)
    Persuasion 6 (+10)
    Sleight of Hand 7 (+10)
    Stealth 2 (+5)

    OFFENSE
    Initiative +3
    Stiletto +11 (Strength-based Damage 3)
    Blinding Powder +2 (Close Cumulative Affliction 4)

    DEFENSE
    Dodge 8
    Parry 8
    Fortitude 6
    Toughness 6/2
    Will 6

    APPEARANCE
    Of course, being a changeling means Nef appears exactly how she wants to, but in her native state she looks much like the rest of her race; thin, almost completely colorless and with few discernible features, wearing a gauzy black hooded shroud that reaches all the way to her feet. As 'Nephalyne Calandril', she's a lovely human maiden with green eyes, shoulder-length chestnut hair and a perpetual smile on her lips, wearing lightweight fashionable clothing.

    PERSONALITY
    Nef maintains a lighthearted air most of the time, though deep inside she is plagued by guilt, doubts and fears; she did a lot of bad things growing up, and she desperately wants to make things right. A little sleuthing and adventuring always makes her feel better though, and she hopes to make a few friends, maybe even ones she can tell the truth about herself.

    HISTORY
    Not every changeling is a criminal; some of them just have criminal parents. Ever since she was a little girl, Nef was groomed to join the rest of her family and become part of the Tyrants, the shapeshifting gang responsible for much of the vice trade in Sharn. But the young changeling felt another calling, the exciting life of the bard; she thrilled to watch them perform in the inns and theaters of Torchlight, telling tales, reciting plays and playing the most beautiful music. Her parents told her to forget these childish dreams and focus on 'the work', studying with her aunts and uncles the arts of impersonation, deception and intrigue. For years she dutifully practiced the arts, becoming quite accomplished to the family's delight; but little did they know she was just bidding her time until the day she could slip away and study at the feet of a master of the bardic arts. Adopting the persona of 'Nephalyne Calandril', she found an experienced bard to study under, who was very impressed by her skill and natural talent.

    Returning to Sharn many years later, she now works the inns of the upper city, far from the haunts of the Tyrants, or so she hopes; she initially planned to stick to her calling, but over time she began to feel the need to make the world a better and fairer place, using her skills and her birthright to right wrongs when she finds them.

    POWER POINTS
    Abilities 38 + Powers 24 + Advantages 2 + Skills 22 + Defenses 19 = 105 Total

  5. #5
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    Re: Heritage367's Den of Characters!


    Miracle Girl

    Birth Name: Casey Blankenship
    Occupation: Student
    Base of Operations: Miami FL
    Age: 22
    Height: 5' 7"
    Weight: 142 lbs.
    Eyes: Green
    Hair: Blonde
    Power Level: 8

    ABILITIES
    Strength 10
    Stamina 10
    Agility 3
    Dexterity 1
    Fighting 6
    Intellect 3
    Awareness 0
    Presence 2

    POWERS
    Strength
    Enhanced Strength 10 (lift 25 tons) - 20 points

    Durability
    Enhanced Stamina 10 - 20 points
    Immunity 2 (cold, heat) - 2 points
    Impervious Toughness 9 - 9 points

    Speed
    Flight 7 (250 mph) -14 points
    AP: Quickness 14 - 1 point

    Perception
    Senses 4 (Extended Vision 3, Radio) - 4 points

    EQUIPMENT
    Audio recorder - 1 point
    Laptop computer - 1 point
    Smartphone w/ camera - 3 points

    ADVANTAGES
    Attractive 1
    Equipment 1
    Interpose

    SKILLS
    Acrobatics 7 (+10)
    Athletics 5 (+15)
    Close Combat (Unarmed) 0 (+6)
    Deception 1 (+3, +5 with Attractive)
    Expertise: Aviation 2 (+5)
    Expertise: Journalism 2 (+5)
    Expertise: Nature 1 (+4)
    Expertise: Pop Culture 2 (+5)
    Perception 5 (+5)
    Persuasion 1 (+3, +5 with Attractive)

    OFFENSE
    Initiative +3
    Unarmed +6 (Close, Damage 10)

    DEFENSE
    Dodge 6
    Parry 6
    Fortitude 10
    Toughness 10
    Will 6

    POWER POINTS
    Abilities 30 + Powers 70 + Advantages 3 + Skills 8 + Defenses 9 = 120 Total

  6. #6
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    Re: Heritage367's Den of Characters!



    Name: Darlene Lampwick
    Occupation: Paralegal/adventurer
    Base of Operations: Aurora, CO
    Affiliation: First Responders
    Age: 31
    Height: 5’3”
    Weight: 109 lbs.
    Eyes: Brown
    Hair: Blonde
    Power Level: 8

    ABILITIES
    Strength 0
    Stamina 2
    Agility 3
    Dexterity 3
    Fighting 0
    Intellect 2
    Awareness 2
    Presence 4

    POWERS
    Cloak of the Mind
    • Precise Concealment 10 (All Senses but Tactile, Limited to Lifeforms/Mental effect) – 11 points

    Grasp of the Mind
    • Precise Subtle Move Object 8 (6 tons) – Dynamic array, 23 points total
    AP: Subtle Flight 6 (120 mph), Dynamic
    AP: Reflective Deflect 8, Dynamic

    Night Breed Nature
    • Regeneration 2 – 2 points

    EQUIPMENT
    Binoculars – 1 point
    Car (Mazda Miata) - 11 points
    Fire Extinguisher (in car) – 1 point
    Laptop computer – 1 point
    Smartphone (Camera, Internet, GPS, etc) – 6 points

    ADVANTAGES
    Attractive
    Connected
    Contacts
    Defensive Roll 6
    Great Endurance
    Equipment 4
    Languages 1 (Spanish)

    SKILLS
    Deception 6 (+10/+12)
    Expertise: Law 2 (+5)
    Expertise: Night Breed 2 (+5)
    Insight 3 (+5)
    Intimidation 1 (+5)
    Investigation 8 (+10)
    Perception 3 (+5)
    Persuasion 6 (+10/+12)
    Ranged Combat (Move Object) 5 (+8)
    Vehicles 2 (+5)

    OFFENSE
    Initiative +3
    Move Object +8 (Ranged, Damage 8 )

    DEFENSE
    Dodge 8
    Parry 7
    Fortitude 6
    Toughness 8/2
    Will 8

    APPEARANCE
    Despite her petite size, everything else about Darlene is big; her smile, her laugh, and her flashy/trashy taste in clothes. She favors leather and pleather jackets, revealing tops, tight pants and high heels, either pumps or ankle boots. She also never goes anywhere without an oversized purse and a pair of sunglasses, typically perched on top of her head. As comfortable as she is in these outrageous outfits, at least part of her appearance is an act; she knows people tend to underestimate a 'blonde bimbo'.

    PERSONALITY
    Very extraverted ever since she was small, Darlene has become a bit more reflective since recovering from her coma; sure, she can still turn on the charm and Southern sass when she wants to, and she's still a lot of fun at a bar or party, but now there's a somber undertone beneath her oversized persona. Dar has seen the darkness people are capable of, the suffering of those at the brink of death, and what returning from death can do to a Night Breed; now her compassion for others burns as bright as her quest for justice.

    BACKGROUND
    A pint-sized Southern dynamo in three-inch heels, Darlene Lampwick was a party girl waitress until her big sister Louise, sick and tired of her devil-may-care lifestyle, encouraged her to try to make something of herself. So Dar enrolled in the paralegal program at Athens Technical College; after graduation, no one was more shocked than Darlene when she found out she was actually good at her new job. Things seemed to be looking up for the feisty young woman.

    But then three years ago, she was sexually harassed by Charles Raymond, a senior partner at the Atlanta law firm where she worked. When she complained, her concerns were dismissed; enraged, she did a little digging into his background, and came upon some very dirty secrets, secrets someone was willing to go to great lengths to keep hidden.

    The driver was just supposed to scare her, not run her MINI off the road and into a river; she was trapped inside the flipped-over car as it slowly flooded with water, unable to get the doors open. Darlene ended up in a unresponsive coma for three years, during which she believes she was in touch with 'outer entities', faceless beings whom she claims taught her new ways of seeing the world. When she awoke, she found she had unusual mental abilities and a passion for justice, whatever the cost. She's also being reading a lot more (Dar might be one of the few people to wake up smarter from a traumatic head injury), especially about others like herself, which led to a certain hospital in Colorado...

    COMPLICATIONS
    Motivation: Justice. Darlene is sick and tired of seeing powerful people get away with murder, sometimes literally. She’s no killer, but her thirst for justice can take her down some fairly dark paths.

    "Ah’m with the band.”: Even though her life has changed in so many ways, Darlene’s fashion sense has not; she still dresses like a groupie hanging around backstage at a Van Halen cover band concert, which is not always appropriate.

    “Ah missed some stuff.”: Three years out of your life is like ten years in pop culture reference years; Darlene has a very full TiVo and a lot of catching up to do.

    "You ain't stickin' me in no damn box!": Her harrowing experience has left Darlene with fairly acute claustrophobia; among other things, she will now only drive a convertible.

    "They made him a what now?": During the time she was comatose, the man who put her there, Charles Raymond, has become a senator. And he is very unhappy to find out she's awake...


    POWER POINTS
    Abilities 32 + Powers 35 + Advantages 15 + Skills 19 + Defenses 22 = 123 Total

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