Aerlwyn Characters 2e/3e

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Tue Oct 08, 2013 9:37 am

Thanks for the link will help me with ideas :)

Been adding more details to Beltran as the nanites enhance her physical body.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Oct 17, 2013 12:42 pm

Posted up my idea for the technomage, let me know if anyone has better ideas on the character concept.

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Re: Aerlwyn Characters 2e/3e

Postby HustlerOne » Fri Oct 18, 2013 11:08 am

Looks like you did a pretty good job on creating a Technomage Aerlywn. Using nanites for remote seeing
is actually a pretty good idea. It's been awhile since I saw B5 Crusade. The TechnoMages are actually
cyborgs of a sort. Their nanites are used to heal their wounds, protect them from disease/poison, and
possibly enhance their senses.

The only suggestion I can make is replacing your robe armor for a forcefield instead. It seems strange a robe could provide so much protection. Other than that minor quibble the build turned out great.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Oct 18, 2013 12:27 pm

Thats a good idea will have to see if i can work that into the details :)

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Wed Oct 23, 2013 12:30 pm

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Firebird - PL 12

Strength 10, Stamina 10, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 4, Presence 4

Advantages
Attractive, Benefit, Wealth 2 (indepently wealthy), Diehard, Eidetic Memory, Great Endurance

Skills
Deception 2 (+6), Expertise (AGL): Dancing 2 (+6), Expertise: Cosmic Lore 2 (+4), Expertise: History 2 (+4), Expertise: Socialite 2 (+4), Persuasion 2 (+6), Ranged Combat: Cosmic Matter Control 6 (+10)

Powers
Cosmic Matter Control
- Polymorph Other: Cumulative Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 22; Cumulative, Increased Range: ranged)
AE Cosmic Blast: Blast 14 (DC 29; Penetrating 8 )
AE Group Levitation: Burst Area Flight 8 (Speed: 500 miles/hour, 1 mile/round; Affects Others, Burst Area: 30 feet radius sphere, Increased Mass 4)
AE Illusions: Illusion 6 (Affects: All Sense Types, Area: 60 cft., DC 16; Selective)
AE Matter Creation: Create 12 (Volume: 4000 cft., DC 22; Movable)
AE Telekinesis: Move Object 12 (100 tons; Increased Range: perception)
AE Telepathy
...Communication: Mental Communication 3
...Mind Reading: Mind Reading 10 (Linked; DC 20)
AE Teleportation: Teleport 14 (60 miles in a move action, carrying 3200 lbs.; Extended: 16000 miles in 2 move actions, Increased Mass 6; Distracting, Tiring)
AE Transmutation: Transform 5 (Affects: Anything, Transforms: 25 lbs., DC 15; Increased Duration: continuous, Increased Range: ranged)

Hyperborean Physiology
- Enhanced Trait: Enhanced Trait 2 (Linked; Advantages: Diehard, Great Endurance)
- Immortality: Immortality 1 (Linked; Return after 2 weeks)
- Immunity: Immunity 11 (Linked; Aging, Life Support)
- Protection: Protection 2 (Linked; +2 Toughness)
- Regeneration: Regeneration 1 (Linked; Every 10 rounds)

Psionic Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Platform)


Offense
Initiative +4
Cosmic Blast: Blast 14, +10 (DC 29)
Grab, +6 (DC Spec 20)
Mind Reading: Mind Reading 10 (DC Will 20)
Polymorph Other: Cumulative Affliction 12, +10 (DC Will 22)
Telekinesis: Move Object 12 (DC 22)
Throw, +4 (DC 25)
Transmutation: Transform 5, +10 (DC Dog 15)
Unarmed, +6 (DC 25)

Complications
Fame: Fashion model
Motivation: Acceptance
Weakness: If Hyperborean Physiology is nullified she can not breath in Earth atmosphere

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 14, Will 13

Power Points
Abilities 88 + Powers 71 + Advantages 4 + Skills 9 (18 ranks) + Defenses 20 = 192


Background
Amelia Fotch was abducted by the Lor when she was 20 years old.

The Lor took her back to their research station where they performed a medical procedure to combine Amelia's DNA with that of a Hyperboeran. What they didn't know, however, was that performing the procedure allowed Amelia a greater control of Cosmic energy manipulation than a standard Hyperborean.

The Lor didn't notice anything different, but it wasn't long after her powers were unlocked that Amelia herself realized she had them. She began to practice using them in private; stealing any free moments alone that she could in order to improve her skills with her new powers. Once she had gained enough skill with them, Amelia began to plan a way to use her powers to escape.

Still unaware of her powers, the Lor suspected nothing when Amelia used her powers on them. Her plan was a simple one, but effective: she mentally projected images in to the minds of the aliens to make them think she was showing signs of some sort of virus that would wipe out their race if they didn't get her off their planet immediately. She made them think the only way they could be safe was if they returned her to Earth and headed back to their own planet at once. Like I said, her plan worked, and the Lor released her, she travelled back to Earth.

Unfortunately, the procedure the Lor had performed on her so she could breathe in their atmosphere made it impossible for her to breathe in ours. Luckily, Amelia was aware of this and was able to use her new found powers to create an immunity which allows her to survive in Earth atmosphere.
Last edited by Aerlwyn on Mon Mar 03, 2014 8:28 pm, edited 21 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby HustlerOne » Fri Oct 25, 2013 11:45 am

I didn't notice you added Nanotech powers to Beltran until now. It certainly makes her more unique than
the average crimefighter. Now she's a cyborg crimefighter. 8) Oh, the minor changes to your Technomage
character perfectly emulates what I think of Galen.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Oct 25, 2013 12:11 pm

Glad you like the extra details i added to both the characters. They do make them unique and get down how i saw the characters being like.

Beltran was hard to work out how to keep pace with the rest of the team she is apart of as they are all super powered so i had to come up with an idea that could make her work at higher power levels as a non powered crime fighter seems to max out at pl 12 (ie Batman).

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Nov 21, 2013 10:59 am

I have updated Firebird with a new build and a picture to go with, will have more details on her as i commit them to paper :). Let me know what one things of the build and drawing.

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Re: Aerlwyn Characters 2e/3e

Postby HustlerOne » Thu Nov 21, 2013 12:48 pm

Aerlwyn wrote:I have updated Firebird with a new build and a picture to go with, will have more details on her as i commit them to paper :). Let me know what one things of the build and drawing.


The pic of of firebird reminds me of wonderwoman if she also had the powers of Marvel's phoenix.
Which ended up making her look cosmic. Giving her cosmic powers as well prevented her from just
being another psionic archetype. So I really like the design of it overall.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Wed Dec 11, 2013 2:22 pm

Glad you liked the drawing of Firebird, been updating her and Beltran as the game they are in goes along.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Dec 13, 2013 11:30 am

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Alyssa Hawkins - PL 10

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

Advantages
Attractive, Connected, Contacts, Inspire 1, Leadership, Luck 1, Skill Mastery: Persuasion, Well-informed

Skills
Acrobatics 1 (+3), Athletics 4 (+4), Close Combat: Unarmed 5 (+7), Deception 3 (+7), Expertise: Civics 1 (+7), Expertise: Current Event 1 (+7), Insight 4 (+10), Investigation 2 (+8), Perception 4 (+10), Persuasion 6 (+10), Ranged Combat: Telekinesis 8 (+10), Stealth 3 (+5), Vehicles 2 (+4)

Powers
Force Field Manipulation
- Force Field Projection: Create 8 (Volume: 250 cft., DC 18; Subtle 2: undetectable; Reduced Range: close)
AE Force Field: Force Field 10 (+10 Toughness)

Mental Shield
- Enhanced Trait: Enhanced Trait 4 (Linked; Traits: Will +4 (+11); Limited: Mental Effects)
- Impervious Defense: Impervious Will 6 (Linked; Limited: to mental effects)


Telekinesis
- Precise Telekinesis: Move Object 6 (12 tons; Increased Mass 3, Increased Range: perception, Subtle: subtle)
AE Telekinetic Bolt: Blast 10 (DC 25; Subtle: subtle)
AE Telekinesis: Move Object 10 (50 tons; Increased Mass, Subtle: subtle)

Telekinetic Disc: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Subtle: subtle; Platform)


Telepathic Abilities
- Mental Invisibility: Concealment 10 (All Senses; Limited: to minds, Resistible: Will)
AE Astral Projection: Remote Sensing 5 (Affects: 3 Types - Visual, Aural and Mental, Range: 900 feet; Side Effect 2: always - (physical body is defenseless and immobile)
AE Mind Reading: Mind Reading 2 (DC 12; Subtle: subtle)
AE Sensory Link: Remote Sensing 1 (Affects: All Types, Range: 60 feet; Subtle: DC 20+rank; Limited: Subjects of Mental Communication or Mind Reading)
AE Telepathy: Mental Communication 1 (Subtle: encrypted)


Offense
Initiative +2
Grab, +2 (DC Spec 10)
Mind Reading: Mind Reading 2 (DC Will 12)
Precise Telekinesis: Move Object 6 (DC 16)
Telekinesis: Move Object 10, +10 (DC 20)
Telekinetic Bolt: Blast 10, +10 (DC 25)
Throw, +2 (DC 15)
Unarmed, +7 (DC 15)

Complications
Fame - Well know in Emerald city for her public relations work for various companies, through her job at Nova Communications.

Identity: Public

Motivation: Responsibility - She protects people because she doesn't want bad things to happen to them.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 11/7

Power Points
Abilities 48 + Powers 54 + Advantages 8 + Skills 22 (44 ranks) + Defenses 19 = 151

Backstory
Alyssa Hawkings is a 25 year old with green eyes and long, red hair which she wears loose most of the time, but ties back with a scrunchy when she’s at work. She’s tall for a woman at 5'8, quite slim, and has a pale complexion.

Originally from Norristown, PA, Alyssa is an only child who had an average childhood. She was close to her parents so misses them now that she’s moved away from home, which she did to attend Emerald City University and study law and human relations. She now works in public relations at Nova Communications.

***
Alyssa leaned back on a chair at her favourite coffee house, her perfectly manicured hands wrapped around her cappuccino, her legs stretched out in front of her, and her sandaled feet crossed at the ankles. Her long, red hair falls loosely down her back as she closes her eyes and tilts her head back while savouring each sip.

A sudden explosion and it’s accompanying shock startle her, jolting her body so that she spills the remaining cappuccino and is thrown from the chair, where she slams her head against the hardwood floor, landing in a dazed heap of stained fabric and scorched flesh.
Last edited by Aerlwyn on Tue Mar 18, 2014 4:23 am, edited 4 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Dec 22, 2013 2:47 am

Merry Christmas all, hope you have a good holiday and get what you wanted on the day :)

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Wed Feb 26, 2014 9:26 pm

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Madame Macabre - PL 10

Strength 0, Stamina 2, Agility 0, Dexterity 0, Fighting 0, Intellect 5, Awareness 10, Presence 5

Advantages
Artificer, Attractive, Benefit, Status: Illuminati Society, Benefit, Status: Minor Celebrity, Benefit, Wealth 2 (indepently wealthy), Benefit: guidance from the Modrossus, Connected, Contacts, Eidetic Memory, Equipment 5, Fascinate (Persuasion), Fearless, Improved Initiative, Jack-of-all-trades, Luck 2, Skill Mastery: Expertise: Magic, Skill Mastery: Persuasion, Well-informed

Skills
Acrobatics 0 (+0), Athletics 0 (+0), Close Combat Unarmed 0 (+0), Expertise Actress 0 (+5), Expertise Magic 0 (+15), Insight 0 (+10), Intimidate 0 (+5), Investigation 4 (+9), Perception 0 (+10), Persuasion 5 (+10), Ranged Combat: Conjure Pouches 9 (+9), Sleight of Hand 0 (+0), Stealth 0 (+0), Technology 0 (+5), Treatment 0 (+5), Vehicles 0 (+0)

Powers
Conjure Cloak (Removable)
- Feature: Feature 1 (Notes: self-cleaning and repairing)
- Feature: Feature 10 (Notes: dimensional pocket, store up to rank 10 mass)

Magical Mastery
- White Bolts of the Modrossus: Blast 11 (DC 26; Affects Insubstantial 2: full rank, Multiattack; Custom 20: Boost from Mask)
AE All-Seeing Eyes of Abbridon: Remote Sensing 10 (Affects: 2 Types, inc. Visual - Auditory, Mental, Range: 4 miles; Custom 20: Boost from Mask)
AE Dispel of the Modrossus: Nullify 11 (Counters: Magic, DC 21; Broad; Custom 20: Boost from Mask)
AE Light Constructs of the Modrossus: Create 8 (Volume: 250 cft., DC 18; Impervious, Movable; Custom 20: Boost from Mask)
AE Light of the Modrossus: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range 2: perception; Custom 20: Boost from Mask, Limited: to Vision)
AE Mists of the Modrossus: Progressive Burst Area Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, Progressive, Selective; Custom 20: Boost from Mask, Limited: to Blanking Recent Memories)
AE Star Demons of Sirrion: Summon 7 (Controlled, Multiple Minions: 2 minions; Custom 20: Boost from Mask)

Enchantment of Ios: Enhanced Trait 1 (Advantages: Fascinate (Persuasion))

Mask of the Modrossus (Removable)
- Aegis of Abbridon: Protection 8 (+8 Toughness)
- Enhanced Ability: Enhanced Awareness 10 (+10 AWE)
- Enhanced Ability: Enhanced Presence 5 (+5 PRE)
- Enhanced Magic: Energy Absorption(magic) 20 (Boost: - Magical Mastery -)
- Enhanced Trait: Enhanced Trait 4 (Advantages: Benefit: guidance from the Modrossus, Fearless, Luck 2)
- Enhanced Trait: Enhanced Trait 5 (Traits: Expertise Magic +10 (+15))
- Illusions of Idolon: Illusion 1 (Affects: One Sense Type - Visual, Area: 2 cft., DC 11; Alternate Resistance: Will)
- Immunity: Immunity 10 (Life Support)
- Immunity: Immunity 1 (Aging)
- Senses: Senses 3 (Awareness: Magic, Awareness: Cosmic, Detect: Magic 1)

Warded Clothing (Removable)
- Enhanced Trait: Enhanced Trait 24 (Traits: Dodge +8 (+10), Fortitude +8 (+10), Parry +8 (+10))
- Protection: protection 2

Equipment
Horror House

Toughness 14, Size Huge
Features:
Dimensional Portal, Fire Prevention System, Grounds, Gym,
Holding Cells, Laboratory, Library, Living Space, Power
System, Secret 2, Security System 2, Self-repairing 2,
Temporal Limbo 2, Workshop

Offense
Initiative +4
Dispel of the Modrossus: Nullify 11, +9 (DC Will 21)
Grab, +0 (DC Spec 10)
Light of the Modrossus: Cumulative Affliction 10 (DC Fort 20)
Mists of the Modrossus: Progressive Burst Area Affliction 8 (DC Will 18)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
White Bolts of the Modrossus: Blast 11, +9 (DC 26)

Complications
Always Has Time for a Fan: Appeals to vanity, celebrity status, and similar tactics work exceptionally well on Madame Macabre. She is no fool, but she loves adoring fans.

Enemy: Extra dimensional powers of evil magic/magicians

Horrorphile: Madame Macabre loves horror films and stories, creepy locations, and other such things.

Motivation: Responsibility: (The Sorceror Supreme)- Madame Macabre is at the forefront of all magical-related situations, as well as universal threats.

Power Loss: Magical spells are dependent upon verbal components and hand-movements. If Madame Macabre is tied up, bound, snared or anything else, she will be unable to cast spells.

Secret: (The Illuminati) - A member of a secret cabal of world powers devoted to protecting humanity, even while keeping tremendous secrets from it.


Languages
English

Defense
Dodge 10/2, Parry 10/2, Fortitude 10/6, Toughness 10, Will 10

Power Points
Abilities 14 + Powers 104 + Advantages 19 + Skills 9 (18 ranks) + Defenses 4 = 150

Backstory
Monique was working as an Alchemist for "The Illuminati" in Tunguska, Russia, in 1908 when she was given the Mask of the Modrossus, and with it the Medallion of the Modrossus from her teacher The Avacyn. Ever since then she has been hunting for the other trappings of The Avacyn. Once she started wearing the mask to harness its power, she began calling herself Madame Macabre.

Wanting to keep up with social media and world wide trends, she allowed her job as an Alchemist for "The Illuminati" to take a back seat, and started working as an actress; managing to get parts as an extra in some popular horror movies.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Tue Mar 18, 2014 4:35 am

A character i am playing on a text only Skype game. Borrowed a few ideas from several Magneto builds with some of my own ideas.




Anya Steiner - PL 10

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

Advantages
Attractive, Benefit, Security Clearance: Military Clearance, Benefit, Wealth (well-off), Equipment 4, Inventor, Skill Mastery: Technology, Ultimate Effort: Technology

Skills
Expertise: Science 4 (+10), Insight 1 (+5), Perception 1 (+5), Persuasion 3 (+5), Ranged Combat: Mistress of Magnetism 6 (+8), Technology 9 (+15)

Powers
Armored Costume (Removable)
- Costume Pockets: Feature 2 (Notes: Anya carries metal shavings, tiny metal balls and other little metallic objects for usage for some of her effects and power stunts.)
- Protection: Protection 2 (+2 Toughness)

Magnetic Flight
- Flight: Flight 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Platform)
- Movement: Movement 1 (Linked; Space Travel 1: within solar system)

Magnetic Radar: Senses 6 (Awareness: Magnetic, Detect: Metals 2: ranged, Extended: Detect 2: x100, Radius: Detect)

Magnetic Repulsion
- Magnetic Force Field
...Force Field: Force Field 8 (+8 Toughness)
...Impervious Defense: Impervious Toughness 7
AE Magnetic Deflection: Deflect 6 (Redirection, Reflect; Limited: Metallic Material)

Mistress of Magnetism
- Mistress of Magnetism: Move Object 8 (800 tons, DC 23; Damaging, Increased Mass 7, Increased Range: perception, Precise; Limited Material: Metallic Objects)
AE EMP: Burst Area Nullify 8 (Counters: Electronic Effects, DC 18; Burst Area: 30 feet radius sphere, Broad, Simultaneous)
AE Fatal Attraction: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Reversible)
AE Magnetic Blast: Blast 12 (DC 27; Variable Descriptor 2: broad group - any electromagnetic)
AE Magnetic Burst: Burst Area Move Object 10 (25 tons, DC 25; Burst Area: 30 feet radius sphere, Damaging, Selective; Limited: Metallic objects, Reduced Range: close)
AE Magnetic Snare: Cumulative Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited: to toughness of metal objects used, Limited Degree)
AE Metal Manipulation: Transform 8 (Affects: 1 Thing > 1 Thing - assemble/disassemble/shape metal objects, Transforms: 200 lbs., DC 18; Increased Duration: continuous, Increased Range 2: perception; Limited: to ferrous materials)
AE Metallic Explosion: Shapeable Area Blast 8 (DC 23; Shapeable Area 2: 60 feet, cubic; Quirk: Requires metal objects)

Multilingualism: Comprehend 2 (Languages - Speak All, Languages - Understand All; Narrow Type: Earth Languages)

Equipment
Emerald Tower

Offense
Initiative +2
EMP: Burst Area Nullify 8 (DC Will 18)
Fatal Attraction: Cumulative Affliction 10, +8 (DC Fort 20)
Grab, +2 (DC Spec 10)
Magnetic Blast: Blast 12, +8 (DC 27)
Magnetic Burst: Burst Area Move Object 10 (DC 25)
Magnetic Snare: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Metal Manipulation: Transform 8 (DC Dog 18)
Metallic Explosion: Shapeable Area Blast 8 (DC 23)
Mistress of Magnetism: Move Object 8 (DC 23)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Complications
Identity: Public
Power Loss: Anya draws power from the Earth’s magnetic field; disruptions to it can affect her powers. Also, overexertion of her powers can shut them down.

Languages
German

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 8

Power Points
Abilities 44 + Powers 72 + Advantages 10 + Skills 12 (24 ranks) + Defenses 20 = 158


Backstory
Anya Steiner was on assignment as a civilian contractor working for the Department of Defense on new radar technology. While she was installing a new anti-stealth radar dish, the dish prematurely activated, exposing her to an intense electromagnetic pulse. When she woke up in the base hospital she was told she had been unconscious for almost 19 hours. She had fallen from the radar platform when the dish was activated prematurely and had hit her head. That was her only wound. She was kept over night for observation and released the following afternoon. She arrived home and needed a decent meal. She decided to cook on her grill. After getting things together she went out to her patio and fired up the grill. When she reached for the tray with her steak on it it moved into her hand. Stunned she dropped the try but it did not fall to the ground, it just hovered there. She concentrated more and moved it back onto the table. She began practicing with her new found powers and what she could do.

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Re: Aerlwyn Characters 2e/3e

Postby HustlerOne » Wed Apr 02, 2014 11:41 am

I like Anya's "Fatal Attraction" power name. It fits her magnetic powers quite well.
It actually sounds like a cool name for a supervillainess as well. :wink:


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