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Thread: Freedom's Heroes at War: OOC

  1. #1
    Keeper of Secrets
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    Freedom's Heroes at War: OOC

    I don't know what will be transferred to the new forum and what won't, so...

    This is the new board continuation of the Freedom's Heroes at War Out of Character Thread which was started on the old Atomic Think Tank forums.

    I would appreciate it if the players from the prior game would post their character sheets on this thread before we resume.

    In the event that the admins decide to magically transfer the old thread to this one, this thread will take precedence.

    Thanks!

  2. #2
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    Silverback

    Name: Hubert Renaud.
    Eyes: Blue.
    Hair: Grey.
    Place of Birth: Orleans, France.
    Nationality: American Citizen, 20 Years.

    History: Hubert Renaud is a veteran of the first World War, considered unfit for duty due to his excessive age and heart condition, he spends his day working in a Freedom City steel mill. Axis saboteurs unleash explosives within the factory designed to cripple production, their only witness an old man who was in the wrong place at the wrong time. One hard shove sends that witness plummeting into a sea of molten metal. But before these assassins can make good their escape, a familiar figure leaps back onto the walkways, spitting out a mouthful of slag and cracking knuckles harder than steel.

    Now a guardian of The Old Neighborhood, an area of Freedom City once populated by refugee immigrants from World War 1 and seeing a sharp population spike with another World War going on, he lives on the top floor of an old tenant building and is supported by his community, knowing they can always call upon their hulking defender to protect them while the town's more powerful crime fighters are overseas.

    Unique Traits: The accident didn't just grant Renaud tremendous brute strength but seemed to roll back the clock, curing many of the aches and pains he once suffered from, although his hair remains graying and his scars have not vanished. It also has granted him an ape-like appearance, as his arms and legs elongated, while both his hands and feet have enlarged, making him easy to pick out in a crowd.

    Beyond his physical prowess, military training from early in his life makes him exceptionally capable in a fight, although he has yet to be seen using firearms of any sort, likely because it is far cheaper and more effective for him to simply throw stones with the force of a cannon. Exceptionally agile, more so than he was at his peak, his raw speed allows Renaud to keep up with conventional automobiles, though he seems to prefer traveling longer distances through superhuman leaps, he has also demonstrated the ability to treat all of Freedom City like one great urban jungle.

    Abilities - 92 Points.
    Strength 10, Stamina 10, Agility 6, Dexterity 3, Fighting 8, Intellect 3, Awareness 4, Presence 2.

    Powers - 16 Points
    Accelerated Metabolism: Regeneration 2.
    Nowhere To Run: Movement 2 (Swinging, Wall-Crawling).
    Unstoppable Charge: Speed 4, Leaping 6.

    Advantages - 6 Points.
    Diehard, Extraordinary Effort, Great Endurance, Interpose, Languages 1 (Native, French. English), Ultimate Effort (Toughness Checks).

    Skills - 15 Points.
    Acrobatics 2 (+8), Athletics 2 (+12), Expertise: Current Events 3 (+6), Expertise: History 5 (+8), Expertise: Popular Culture 3 (+6), Insight 2 (+6), Perception 4 (+8), Ranged Combat: Throwing 5 (+8), Treatment 1 (+4), Vehicles 3 (+6).

    Defenses - 6 Points.
    Dodge 8, Parry 8, Fortitude 10, Toughness 10, Will 8.

    Complications
    Enemy: Out of the saboteurs who blew up his old workplace, Renaud only managed to catch a few. It's likely that their remaining members will seek to make life hard for the juggernaut. Ditto for those members in jail who're just waiting for another chance at the big guy.
    Motivation: The people of The Old Neighborhood are his utmost concern, but Hubert rarely backs down from giving law enforcement and crime fighters a helping hand when it comes down to trouble, or defending folks who can't protect themselves.
    Relationship: Caludia Sherman, a hothead tomboy with magical abilities, eager to follow in her Godfather's footsteps as a protector of the people, but who's still in training and who's parents would rather see live a more peaceful life than the one Renaud has chosen for himself.

    Total: Abilities 92 + Powers 16 + Advantages 6 + Skills 15 + Defenses 6 = 135 Points.

  3. #3
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    The Black Cat
    Real Name: Roy Nickel
    Hair: Black
    Eyes: Green
    Costume: black suit, black shoes black fedora, white shirt and tie, black mask that covers the top half of his face and even his nose
    Base: Up-scale art-deco apartment

    To hear Roy Nickel tell the story he got stranded in Egypt, bluffed his way into a team of tomb robbers, was miraculously able to survive the temple filled with angry cats when all others died, and then was offered the blessing of Bast saving him at sword-point. Or maybe he was kidnapped by the Black Jaguar tribe in Mexico but their god decided it would rather have a mortal champion than a snack. Or perhaps it was during a secret undercover mission to in Japan which he can’t talk about except for the part where he tricked a cat goblin into sharing some of its power. In all those stories his “man”-servant, who has frustratingly hard to place features, was gifted to him to make sure he didn’t abuse that power.

    Dorothy herself just rolls her eyes at the umpteenth version of her master’s story and gets on with the work.

    However he acquired them Roy Nickel is determined to use his powers and skill of stealth and deception to protect the ungifted from the things that hide in the shadow.

    Complications:
    Trouble -- Bragging: Even though he’s a sworn Good Guy Roy is partly motivated by the desire to be recognized. He can often be duped by flattery and will probably waste time blabbing if someone looks like they’re interested in something he has to say.
    Trouble -- Fast Mouth: Roy sometimes lets out just one more comment than he should have.
    Prejudice -- Whipped: Dorothy basically run’s Roy’s life, and he lets her. Some people in this day and age will take that as a sign of weakness.
    Note to GM: I specifically didn’t list Dorothy being captured as a Complication because while she’s a sidekick in a Golden Age game she’s not intended to be a complete pushover. Capturing her should be a big deal.

    PL 9/135 pp

    Abilities
    Str +7; Sta +6; Agl +5; Dex +2; Fgt +10; Int +0; Awe +3; Pre +1

    Advantages
    Hide in Plain Sight, Improved Initiative, Improved Trip, Sidekick 12, Taunt, Takedown

    Skills
    Acrobatics 3 (+8)
    Athletics 5 (+12)
    Deception 8 (+9)
    Intimidation 9 (+10)
    Perception 6 (+9)
    Stealth 7 (+12)

    Powers 38 + 2 + 6 + 8 = 53
    Power of the Cat: Enhanced Abilities (Str +4, Sta +3, Agl +2, Fgt +5, Awe +2); Enhanced Skills 4 (Intimidate 8 )
    Claws: Strength-based Damage 1 (Improved Critical [19-20])
    Feline Senses: Senses 3 (low-light vision, acute scent, ultra-hearing), Enhanced Skills 2 (Perception 4)
    Feline Movement: Leaping 2 [30 ft]; Speed 4 [30 MPH]; Movement 1 (Safe Fall)

    Offense
    Initiative +9
    Unarmed, close +10 -- damage (+7) 22 Tgh
    Claws, close +10 -- damage (+8) 23 Tgh (Crit 19-20)
    Grapple, close +10 -- Str 17 vs Str/Dodge
    Trip, close +10 -- Ath 1d20+12 vs Ath/Acro (I choose)

    Defense
    Dodge +12
    Parry +12
    Fortitude +9
    Toughness +6
    Will +9

    Abilities 34 + Advantages 17 + Skills 13 + Powers 53 + Defenses 18 = 135


    That Dame With The Sword
    Real Name: Dorothy Wainwright
    Hair: Black
    Eyes: Dark brown
    Costume: domino mask, fedora, normal street clothes otherwise

    PL 4/60 pp

    Str +1; Sta +1; Agl +2; Dex +2; Fgt +2; Int +0; Awe +1; Pre +0

    Equipment: Sword (Strength-based Damage 3), Throwing Knives (Ranged Multiattack Damage 1)
    Advantages: Defense Roll 2, Equipment 2, Hide in Plain Sight, Improved Initiative, Set-Up, Startle
    Skills: Acrobatics 6 (+8), Athletics 5 (+6), Close Combat: Sword 2 (+4), Deception 4 (+4), Intimidation 8 (+8), Perception 4 (+5), Ranged Combat: Throwing 3 (+5), Sleight of Hand 4 (+6), Stealth 8 (+10)
    Offense: Init +6, Sword +4 (close, damage (+4) 19 Tgh), Throwing Knives +5 (ranged, Multiattack damage (+1) 16 Tgh), Unarmed +4 (close, damage (+1) 16 Tgh)
    Defenses: Dodge +5, Parry +5, Fortitude +3, Toughess +3 (+1 Vulnerable), Will +5

    Abilities 18 + Powers 0 + Advantages 8 + Skills 22 + Defenses 12 = 60 pp

  4. #4
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    The Black Blade


    Art by Matt Bennet

    Quote: "Run, villain, run. I enjoy the hunt!"
    Power Level: 9
    Concept: Swashbuckling crimefighter with a precursor Star Knight sword
    Occupation: Crimefighter
    Real Name: Lance Williams
    Legal Status: Citizen of the United States with no criminal record
    Identity: Secret
    Place of Birth: Freedom City
    Marital Status: Single
    Living Relatives: None
    Height: 6 ft. 2 in.
    Weight: 175 lbs.
    Eyes: Brown
    Hair: Black
    Bodycast: Matt Bomer

    The Black Blade - PL 9

    Strength 2, Stamina 4, Agility 7, Dexterity 1, Fighting 6, Intellect 0, Awareness 6, Presence 0

    Advantages
    Agile Feint, Defensive Roll 3, Evasion, Hide in Plain Sight, Improved Defense, Improved Initiative, Improved Smash, Luck, Power Attack, Skill Mastery: Athletics, Takedown, Uncanny Dodge, Weapon Break

    Skills
    Acrobatics 6 (+13), Athletics 11 (+13), Close Combat: Star Shard 4 (+10), Expertise: Streetwise 8 (+8), Insight 2 (+8), Intimidation 8 (+8), Investigation 8 (+8), Perception 3 (+9), Stealth 6 (+13)

    Powers
    Dimensional Shift: Movement 2 (Permeate 2: speed rank -1; Extra: Affects Others: speed rank -2) · 5 points

    Mind Sight: Senses 4 (Mental 4 (Accurate, Radius, Ranged); Advantage: Uncanny Dodge) · 5 points

    Star Shard (Advantages: Improved Defense, Weapon Break; Quirk: Can be disarmed, Move action to summon back) · 1 point
    . . Weaken Toughness 8 linked to Damage 8 (Resisted by Fortitude; Extra: Affects Objects; Flaw: Limited: Weaken recovers instantly) · 16 points
    . . Environmental Cascade: Cone Area Damage 8 (Alternate; Extras: Cone Area: 60 feet cone, Variable Descriptor: close group - Environmental) · 1 point

    Offense
    Initiative +11
    Environmental Cascade: Cone Area Damage 8 (DC 23)
    Star Shard: Damage 8 linked to Weaken Toughness 8, +10 (DC Fort 18, DC 23)

    Languages
    English

    Defense
    Dodge 11, Parry 11, Fortitude 8, Toughness 7/4, Will 8

    Power Points
    Abilities 52 + Powers 28 + Advantages 12 + Skills 28 (56 ranks) + Defenses 15 = 135

    Background: Lance Williams was a gifted, natural athlete. He went to Freedom City University on a fencing scholarship. How he loved it! It consumed him. He began to adopt a costumed identity while on campus to avenge the wrongs he saw perpetrated against the weak and innocent.

    It didn't take long for Lance to get in over his head. Stopping purse snatchers and defending vulnerable women were one thing, but when he began to take on organized crime, he became a target. He was a proficient martial artist, and an excellent swordsman, but he wasn't prepared to use an actual sword to kill...but the bad guys had no such compunction.

    At first he took a beating, and when he came back redoubling his efforts to fight crime, he was targeted for death. Left for dead in an alley, Lance had a vision. An extra-dimensional vision. A disembodied figure, trapped in a dimensional limbo, had found Earth and Lance. The man--a strange bipedal humanoid--pulled Lance through and saved his life. The man, through an odd-looking device, told Lance of his mission to protect the galaxy from evil, and of his singular quest to capture an escaped prisoner bent on vast destruction. What the man wore made Lance think of the Star Knights, but it wasn't a familiar term. There had been an accident--sabotage--and a dimensional mine had exploded, overloading his pursuit craft. He'd woken to find that he'd become trapped in this unknown dimension.

    It was too late for the alien, but he recognized the familiar struggle on earth--and Lance's efforts to preserve the peace--and saw in Lance a kindred spirit. That longing for justice burned bright, and he could let go knowing it would be carried into a new age. He'd been holding on for so long....

    The alien bestowed upon Lance his weapon of office, the Star Shard, and with it came an expanded consciousness. The alien was wistful for his glory days, but they were not to be. The dimensional tidal forces had eroded his life force over the years and he was fading from existence. Lance would wield the Star Shard now and he would continue the never-ending fight for justice!

    Due to an inexplicable dimensional accident, the Black Blade finds himself thrown back in time to World War 2 era Freedom City!

    Complications
    Accident: Dimensional Travel is tricky even for the experienced. It's possible that Lance could end up somewhere other than he intended if something were to go awry.

    Enemy: The Star Shard is a precursor Star Knight artifact, originally created by the Preservers eons ago. That Lance wields it could bring either enemies of the Star Knights to target him, or the Star Knights themselves may inquire into his possession of it.

    Identity: Black Blade is Lance Williams

    Motivation: Justice: From his first beginnings as a vigilante to his swearing to wield the Star Shard, Lance is driven by his desire for justice against those who perpetrate evil.

    Motivation: Thrills: Lance has an adventurous spirit, and while he takes his calling of justice seriously, he enjoys the hunt and the chase of bringing criminals to justice.

    Secret: The Black Blade steals from the bad guys to fund his crime fighting exploits.
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  5. #5
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    Banshee

    BANSHEE

    Cheryl Andrews aka Banshee
    5’ 4” 117lbs brown hair green eyes

    Banshee - PL 9

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

    Advantages
    Attractive, Equipment 2, Great Endurance, Ranged Attack 5

    Skills
    Athletics 4 ranks (+4), Close Combat: Hypnotic Song: 8 ranks (+9), Expertise (PRE): Singer 8 ranks (+11), Expertise: Streetwise 4 ranks (+5), Insight 4 ranks (+6), Intimidation 2 ranks (+5), Investigation 4 ranks (+5), Perception 8 (+10), Persuasion 6 ranks (+9), Stealth 2 ranks (+4)

    Powers
    Enhanced Hearing: Senses 1 (Extended: Hearing 1: x10)

    Hypnotic Song: Concentration Cumulative Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Concentration, Cumulative)
    AE Deafening Shriek: Cumulative Burst Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 19; Burst Area: 30 feet radius sphere, Cumulative, Increased Range: ranged; Limited: Hearing Only)
    AE Sonic Blast: Damage 9 (Alternate; DC 24; Increased Range: ranged)
    AE Vertigo: Progressive Cone Area Affliction 9 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 19; Cone Area: 60 feet cone, Progressive; Sense-dependent: Hearing)

    Protected Hearing: Immunity 5 (Damage Effect: Sonic Effects; Limited - Half Effect)

    Sonic Shield: Force Field 6 (+6 Toughness)

    Voice Projection: Feature 1

    Equipment:
    Binoculars, Flashlight, Knife, Light Pistol

    Offense:
    Initiative +2
    Deafening Shriek: Cumulative Burst Area Affliction 9 (DC Fort 19)
    Grab, +1 (DC Spec 10)
    Hypnotic Song: Concentration Cumulative Affliction 9, +9 (DC Will 19)
    Knife, +1 (DC 16)
    Light Pistol, +9 (DC 18)
    Sonic Blast: Damage 9, +9 (DC 24)
    Throw, +9 (DC 15)
    Unarmed, +1 (DC 15)
    Vertigo: Progressive Cone Area Affliction 9 (DC Will 19)

    Complications
    Fame: As a semi famous singer, Cheryl is recognized by a moderate amount of fans. She has had one song that reached the top 40 and has appeared on Broadway.

    Motivation: Justice: Cheryl was attacked while walking home and the criminals were not arrested. The police insisted that she had made it up since the men were fine, upstanding citizens.

    Power Loss: Powers will not work if she is unable to speak due to being gagged or an illness like a sore throat.

    Languages
    English

    Defense
    Dodge 9, Parry 9, Fortitude 9, Toughness 9, Will 9

    Power Points
    Abilities 32 + Powers 41 + Advantages 9 + Skills 25 (50 ranks) + Defenses 28 = 135


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    Background:

    Cheryl grew up on a farm in Vermont. She displayed a talent for singing as a young girl. She sang in the church choir and performed the National Anthem at local sporting events. She was popular and well known in the local area but she dreamed of more. She wanted to be a star on the radio.

    One day she was discovered by a talent scout. He convinced Cheryl and her family that she could be a star just like Billy Holiday, Ella Fitzgerald or the Andrews Sisters. Cheryl was excited and begged her family to let her go. They were concerned about a young girl all alone in the big city but the talent scout assured them that she would be living with a bunch of others in a dormitory to start with. Cheryl’s parents thought it over and eventually agreed.

    Cheryl was soon to find out that the Big Apple was not as glamorous as she thought. Sure, she went on auditions, sang as a minor cast member in a couple of small Broadway shows, and waited tables to make ends meet. She eventually was given a meager recording contract with Decca records. She started out as a studio backup singer. It paid better than waiting on tables and it was what Cheryl loved doing. After a few years, the studio gave her a chance and had her record a single of her own. It was released nationwide and reached number 39 on the top 100 list. Her follow up single failed to crack the top 50. Cheryl was dejected but landed a job as a lounge singer. The pay was good and she got to wear nice clothes.

    Cheryl’s life was going well. She met a nice man who worked as a chauffeur. He treated her well and bought her nice things. They even talked about getting married someday. Cheryl’s happiness came crashing to a screeching halt one day when her boyfriend turned up dead. Not long after, a few well-dressed men came to visit her. They roughed her up and asked her where the money was. She insisted she had no idea what they were talking about. They told her that her boyfriend had been the driver on a bank heist that had gone bad. He got away but the money was never found. They figured he must of told her where he hid the dough. After they beat her some more, they left. Cheryl reported the attack to the cops but they insisted she probably did something to deserve it. After all, the men she described were fine upstanding citizens. Pillars of the community even.

    Cheryl decided she had to leave the city. She didn’t want to return home but she had an aunt that lived in Freedom City. She decided to move there.

    Cheryl’s has no idea where she got her powers. All she knows is that one day she was at a county fair demonstrating how to shatter crystal using her voice when some members of the audience became ill. Gradually she realized she could use her voice to do other things as well, especially to hurt people that deserved it. She started sneaking out at night wearing an old Halloween costume she found. At first she just hunted down common criminals like muggers. Over time, she expanded to going after organized crime, corrupt politicians, and more.

  6. #6
    Keeper of Secrets
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    Re: Banshee

    OK. Just waiting for Grisselda then we'll be good to resume.

  7. #7
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    Re: Banshee

    Since we still haven't seen Heritage on this board, I'll wait until Monday night, then we'll re-open recruiting for two and carefully re-start the IC thread.

  8. #8
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    Re: Banshee

    Still have not been able to copy and paste Griz' sheet into the forum; working with SassyRonin to figure out the problem

  9. #9
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    Grisselda of Avalon



    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:
    Last edited by Heritage367; 05-06-2014 at 10:55 AM.

  10. #10
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    Re: Grisselda of Avalon

    Okay, I was able to get almost all Griz's sheet up by doing in pieces, but I can't seem to add her PP totals at the bottom of the sheet. Otherwise, ready to go!

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