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Light

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  1. Light

    Exo-Force RPG

    IC: Despite having one leg locked to prevent Christina's hip from getting further injured, the Hunt was still in good shape, and the disks were without the aid of his mech's targeting system. The Hunt spun to dodge them, Christina gasping in pain as the inertia pushed her leg slightly to the side in the suit. One more slash, aimed for the bottom of his cockpit. The impact would cut the controls to his legs, slice the last attachment of the cover, and cause the mech to fall out of the sky. There was no avoiding it, I felt the slash connect through the frame; a moment of resistance before the beam sliced through the thin armor. The smell of melted circuits and burnt synthetic materials filled the cabin, nearly gagging me. My head started to float, and I vaguely wondered if I had lost enough blood to do that yet. Then a shot of adrenaline as I realized that feeling was because my mech's bootjets had cut out. Oh. And dive. The Hunt swooped downward, matching velocity with the incapacitated White Lightning, throwing its plasma blade to the side. One mechanoid hand jabbed through the hole created by the four slashes, grabbing Eli and pulling him out of the suit. Now, the problem was pulling up. Christina was shielded by her suit, the inertial dampeners letting her survive– but Eli was not. The mech kept falling as the jets shifted direction, slowing her descent slightly as it pointed them through the ravine, starting to pull up– and blast toward the robot side of the ravine, gradually slowing, stopping, and going back up, aiming for a large port on the side of the canyon.
  2. IC: Nate's head twitched to the left, indicating his overnight bag from the night before, which had never been unpacked but had been moved back downstairs. "Ready."
  3. The Forgotten Realms: Underdark Rising Undermountain. A vast, ever changing labyrinth of monsters, traps, death and dead ends, but with nearly limitless rewards for the intrepid adventurer. Ruled over by the Mad Mage Halaster, it has successfully survived assaults by dark elves, the wrath of the Hero of Waterdeep, and even the forces of itself. But now, 70 years after the defeat of the Armies of the Eighth Circle, Undermountain has gone quiet. Halaster’s disappearance does not bode well– last time he vanished, an archdemon attempted to dominate the world of Faerun. Adventurers have gathered in the Yawning Portal, an inn located above the only entrance to Undermountain, in an effort to find the Mad Mage– or what’s left of him. Complicating matters further is the reappearance of an artifact thought long gone: The Relic of the Reaper, the object that allowed the Hero of Waterdeep to cheat death long enough to defeat the dread Mephistopheles, ruler of the Armies of the Eighth Circle, and last known to be in the Hero’s possession. How this bodes for the fate of Faerun… Remains to be seen. Background knowledge guide: 70 years ago, the city of Waterdeep was under attack from forces of drow traveling through the huge, magical dungeon of Undermountain built under it. Ordinarily the dungeon was controlled by the mage Halaster, who was as powerful as he was insane, but Halaster was conspicuously absent. Investigation by an adventurer only remembered as the Hero of Waterdeep revealed that Halaster was being held captive by the drow and forced to allow squads of raiding dark elves through to the city, though he refused to open the main portal and let armies through. Eager for revenge upon being freed, Halaster cursed the Hero and teleported him and his companions, a rebel drow and a dragonblooded kobold, to the Underdark, the underground realm that the drow resided in. Under Halaster’s hex, the Hero was forced to oppose the Valsharess of the drow and her armies, eventually raising an army against her forces and defeating her in a last stand effort at the rebel encampment of Lith My’athar. The Valsharess’ forces were pushed back to her fortress, but before it could be stormed she revealed her final weapon: The archdemon Mephistopheles, ruler over the Eighth Circle of , bound to her command. Mephistopheles had a trick of his own, however. When ordered to slay the Hero of Waterdeep he refused, revealing that the artifact that had allowed the Hero to cheat death numerous times was a part of his own flesh, and that by ordering the demon to attack the Hero the Valsharess had violated their covenant. He freed the Hero from his magical bonds and set him against the Valsharess, a fight that the Hero won. Mephistopheles, finally totally free, banished the Hero to the Eighth and began a war on the Underdark and surface world alike, using the souls in his realm to reanimate the dead of his enemies to fight against them. In the Eighth , the Hero revived in the Gatehouse between life and death, a place the artifact had taken him many times before… Only now he could not return home. Venturing into the frozen wastelands of Cania, he gathered the spirits of his companions and sought the Knower of Names, the only person who could give him the power to dominate the Reaper that controlled the gates. Fighting his way through countless enemies, the Hero found the Reaper’s true name and used it to escape, he and his companions meeting Mephistopheles on the battlefield that Waterdeep had become. After a long, hard battle the dread Mephistopheles was defeated and banished back to Cania, leaving the people who had defeated it heroes. Deekin Scalesinger, the kobold bard and dragonblood who published his account of the adventure, is still famous today. But the Hero and the rebel drow did their best to become nomadic adventurers again… And faded into obscurity, taking the Relic of Reaper with them. In recent times, however, the Hero and the drow were rumored to be seen in Waterdeep again , possibly investigating the second disappearance of Halaster. The reappearance of the Relic of the Reaper in the Yawning Portal inn certainly seems to corroborate that rumor. But the Relic wouldn’t part from the Hero’s hands willingly. The implications of both Halaster Blackcloak and the Hero of Waterdeep vanishing in the space of a few months is immense, and as adventurers answer the call to venture into Undermountain to investigate, an atmosphere of foreboding descends over the town… Setting: The continent of Faerun is a large and varied one, but this story takes place primarily in two certain locales, though a third is extremely important to the story. The Yawning Portal: An inn built by the first adventurer to ever successfully return from Undermountain, on top of the well he used to enter the dungeon. While a relatively basic inn in terms of quality and price, the clientele is anything but ordinary. The tavern on the ground floor is full of a diverse and often rowdy crowd of adventurers from all over Faerun, and a room on the second level is devoted entirely to useful gear and weapons available to dungeon crawlers– for a price, of course. The inn is managed by the original adventurer’s daughter, Tamsil, whose half-elf heritage has kept her looking young far past the death of her father Durnan. Undermountain: A legendary, massive dungeon ruled over by the mad mage Halaster. Maps are useless in Undermountain, as its corridors and rooms are bound to Halaster’s will– he can reshape and reform them whenever he wishes, though he doesn’t do it often. Ordinarily, the monster inhabitants of Undermountain are kept in check by Halaster’s presence. With his disappearance, Undermountain has fallen into chaos, with warring factions of monsters and creatures fighting in the halls. Rooms that are known through songs and tales of returning adventurers are few, but they include the Hall of Sleeping Kings, a large throne room that serves as the tomb for the greatest warriors of a past age, and the Maze, a nearly completely empty room with only a few magic pillars in it. Invisible traps line the floor in certain patterns, waiting for the unwary adventurer to take a wrong step and suffer the wrath of a magic missile storm. The Underdark: While not playable at the beginning of the RP, the Underdark is a subterranean world where a large population of the dark elves know as drow live. The only way to get to it from the surface world is through Undermountain, on the deepest level. Character Creation: Blank profile form, with necessary information following it: Name: Species: Age: Class: Alignment: Abilities/Skills: Gear: Spells: Personality: Biography: Name: Species: See Races of the World. Class: See Classes. Alignment: Alignments are done along two axes, good to evil and lawful to chaotic, with neutral being in the middle. Abilities/Skills: This is where you detail what your character is good at and can do naturally. Incredible skill with a sword or a natural affinity for casting illusions would go here. Gear: List your relevant items such as armor and potions here. Any magical item must be listed, its effects detailed, and staff approved. It isn’t such a big deal if you have a set of ordinary gloves that isn’t stated in your profile, but if you spontaneously have a cloak that ignores all physical damage… It’s a problem. Spells: See Magic, the World, and You. Personality: How your character acts. Appearance: How your character looks. Biography: How did your character come to Waterdeep? How did they get involved? This is their life story until now. The Races of the World: Base playable races include humans, elves, dwarves, and halflings, along with hybrids. Custom races are acceptable, though they will have to be described in your profile if they aren’t in Forgotten Realms/D&D canon. Humans: The most adaptable and the shortest lived of the common races, humans have spread like wildfire across Faerun. They can be anything from magical to martial arts masters, and anything in between. Elves: With lifespans reaching into the millennia and legendary beauty, many other races look upon elves with something approaching awe. Shorter and more slender than humans on the whole, an ordinary elf can’t take a punch as well as a human can, nor are as resistant to disease and poison– but they are more nimble and can see in almost complete, nonmagical dark. Dwarves: The underground craftsmen of Faerun, dwarves as a whole are a hearty, hardworking sort, though that is by no means a universal trait. Shorter than elves but built far sturdier, a dwarf is far more robust even than a human against physical trauma, and their innate familiarity with caves gives them an edge underground. Halflings: The shortest and smallest of all races, halflings tend to be masters of trickery and thievery, though many will claim that is an “offensive stereotype propagated by the elven rulers of society”. No matter what the opinion of their mannerisms, however, the facts about their biology remain: Humans, elves, and especially dwarves are far stronger than they are– but nobody’s fingers move as fast or with as much skill as a halfling’s. Classes: For the sake of simplicity, the class system has been condensed into six basic classes, three martial and three magical. You are not bound to explicit definitions of these– they are merely guidelines so the staff and other players know what to expect from your abilities. A combination of two is okay. Fighter: The most combat oriented of the classes, fighters are not necessarily the tanks of any adventuring group, though they often are. Combining skill with weapons and shields with the strength to wear armor, a tough fighter can brutalize nearly anything in a straight, no tricks fight while suffering minimal damage themselves. Monk: Specializing in the control of a subtle inner energy known as Ki, powerful monks are ridiculously fast and can do rapid, brutal damage with their unarmed strikes, sometimes even becoming speedy enough to block arrows. But wearing heavy armor and using all but a few weapons distracts them from the inner calm that they must maintain to use their Ki to its utmost potential, causing them to lose their focus and thus their abilities. Rogue: The technical fighter of the lot, Rogues combine speed and skill to aim strikes at their opponent’s most vital regions, but cannot take as much punishment as a fighter’s rigid discipline and skill allows them to. Most rogues are stealthy, and experts at dealing with mechanical devices like traps and locks. Wizard: Wizards are followers of the arcane, casting spells using their own power, ancient words, and certain gestures. Wizards have the widest range of spells of the three magical classes, but since they rely on their own ability and very specific words and gestures they are more suspect to exhaustion and spell failure than clerics and druids. The movement restraining properties of heavy armor, for example, can contribute to spell failure for spells that rely on gesture. Cleric: A blanket term for any spellcaster that relies on the power of a higher being or deity, clerics are usually extremely good at casting the spells relevant to the being they follow. A follower of Torm, the patron deity of divine warriors, would be very good at turning undead and healing– but would not be able to throw rays of ice or fireballs. There are compensations, however: Since clerics are calling upon the power of another being, they are not subject to spell failure, and spells won’t drain their energy as much. Druid: Druids call upon the natural world for their magic abilities, so their spells mostly fit into manipulations of nature: Animal enchantment, weather manipulation, and even shapeshifting fall under the abilities of a druid. Arcane spell failure does not apply to druids, but being indoors makes their abilities suffer. Magic, the World, and You Magic works quite a bit differently in this game than from classical NWN or D&D. You do not have to rest before casting spells to charge them, though physical exhaustion is a factor for a wizard who has cast a lot of powerful spells recently. What is required for the magic section is a listing of the spells your character knows and how often they can cast them, along with any reagents necessary if applicable. Custom spells are okay, but if they are not canon to D&D or NWN, you must detail their effects. Magic that causes instant death, like “Power Word: Kill” is ineffective. Clerics must list their patron in this section. Rules: (READ THESE) 1. All BZP rules apply. 2. Listen to the staff. 3. Your posts should go something like this, with IC for “in character” and OOC for “out of character”: IC: A mad gleam in his eyes, Halaster advanced on the captured drow with a bolt of magic forming in his left hand. OOC: I LOVE DIS PART 4. Arguments/debates may go on for 3 posts in the main thread. After that, take it to PM or the discussion topic. 5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc. HOWEVER, this rule also applies to the attacker. Autohitting is not permissible. 6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason. 7. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character. 8. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM Joseph Cooper or another staffer. 9. NPC autohitting is permitted as long as you play realistically. 10. No bunnying. That means taking control of another person's character without permission. 11. Double posting... Nah. 12. Have fun! Your staff are: Nick (Joseph Cooper) Basilisk Staff NPCs and example profiles: Name: Only remembered as the Hero of Waterdeep Species: Human turned Outsider Age: He was twenty-one at the time of his legendary adventure, but he’s 90 now. His nature as a being not quite of this world would have postponed his aging immensely. Class: Monk Alignment: Lawful Neutral Abilities: Legends still tell of the Hero’s speed and his ability to dodge even the fastest of attacks. While no doubt exaggerated, the Hero was an extremely powerful monk who routinely wore boots that enhanced his already incredible movement speed. The normal immunities of monks to mind spells, poison, and disease were all powers of the Hero, and master monks still try to imitate the deadliness of his unarmed strikes today. Appearance: For a legend, the Hero was very plain looking. He was a tall, muscular individual with a shaved head and a well-trimmed brown beard. In fact, the most remarkable things about him were his originally brown eyes, which began to glow purple as he grew in power. His normal outfit was a plain-looking yellow tunic and pants, relaxed in fit to allow for free movement. Gear: That plain outfit, however, coursed with magical power, deflecting small weapons and attacks. As mentioned before, the boots he wore doubled his speed, the belt he wore at his waist giving him strength of mythical proportions. Songs tell of how he stood up to the hottest flames Mephistopheles could conjure– a resistance to fire granted by a ring he wore. Finally, he was known to carry the Relic of the Reaper, a device that pulled him back from that gates of death at the cost of a Rogue Stone. The artifact was rendered powerless when Mephistopheles was defeated. The Relic reappeared in the room where the Hero stayed the night before his first ingress into Waterdeep a few months ago, on the 70th anniversary of the defeat of Mephistopheles. While entirely defunct, a strange sense of power radiates off of it– alien to this plane, but not entirely unfamiliar. Spells: None. Personality: The Hero’s deeds have been exaggerated and retold to the point that no one is able to tell if he was a saint or a scourge… Biography: See background information. Name: Deekin Scalesinger Species: Dragonblood kobold. Age: 90– A little above middle aged for an ordinary Kobold, though most don’t survive to this age. Class: A combination of Wizard and Rogue, Deekin is very good with both a crossbow and arcane spells. Alignment: Neutral. Abilities/Skills: As a dragonblood, Deekin is immune to fire and can breathe it at maximum effectiveness once every few hours. His draconic heritage has also made him immune to poison and disease, as well as making him stronger, tougher, and more imposing than others of his species. Appearance: A relatively ordinary looking Kobold, apart from the red draconic wings sprouting out of his back. Gear: An enchanted light crossbow capable of creating and firing electrically charged arrows at a normal rate of fire, a horn that opens a small portal to the Plane of Pandemonium when blown, and leather armor enchanted to be as tough as steel. Spells: Deekin’s normally prepared spells are Sound Burst, Fireball, and Invisibility, though he is known to have others on hand if necessary. Personality: Deekin is intensely eager, loyal and devoted, to the point of almost puppylike admiration for those he follows and knows well– though he’s a bit egotistical and snooty with those he doesn’t. His success in the art world after his publishing of an account of the Hero of Waterdeep’s adventures has not helped his ego at all. Biography: Raised by a white dragon who alternately tutored and tortured him, Deekin was one of the Hero’s most loyal companions from the very beginning, after the Hero freed him from the dragon’s clutches. Though they were split up after the Hero found the Relic of the Reaper at the end of his first journey, they were reunited before the descent into Undermountain– and Deekin went to and back with his “boss”. Since Mephistopheles’ defeat, Deekin has achieved huge success in the literary world for his account of the tale. Now, he has been drawn back to Waterdeep, worried about the disappearance of the Hero. Name: Halaster Blackcloak Species: Human, though how much of him is magic and how much is still flesh is debatable. Age: At least 1000 years old. Class: Extremely powerful Wizard. Alignment: Neutral evil. Abilities/Skills: Perhaps most unique in Halaster’s vast repertoire of magical abilities and skills is his innate connection to Undermountain, allowing him to reshape and reorder it at will. If Halaster dies, Undermountain will collapse. Additionally, his millennia of experience with magic items have left him with the ability to reflect spells, though they must be targeted at him. Appearance: An old man in rich, purple robes with a mad gleam in his ice blue eyes, Halaster looks the part of a mad priest. His white hair and beard are long and unkempt, though clean. Gear: As he’s a walking dynamo of magical power, Halaster does not often use armor or weapons. His cloak, however, protects him from all spell damage except acid, which he’s still trying to work out the kinks on. Spells: As an Archmage, Halaster can alter and bend spells to suit his purposes– but that takes vast amounts of energy. His less taxing lineup is fireball (which he can alter into any element), Isaac’s Greater Missile Storm, and Arcane Fire, the lattermost of which allows him to throw pure, devastating blasts of magical energy. Personality: Simply put, Halaster is insane and reclusive. His paranoia and insanity have led him to confine himself in a dungeon where no one can reach him unless he wants them to– and that never happens. Biography: His legend reaches far back into the mists of time, but certain things are known. At one point he had several apprentices, but after his move to Undermountain he killed two and drove the rest mad, only one escaping. For the rest of his relevant biography, check the background knowledge guide. And here we go, for judging.
  4. There is a wiki, but that background knowledge guide contains more information about the actual plot of Hordes of the Underdark (the module/story this is based on) than the wiki does.
  5. And I finished it. Comments and questions appreciated. Undermountain. A vast, ever changing labyrinth of monsters, traps, death and dead ends, but with nearly limitless rewards for the intrepid adventurer. Ruled over by the Mad Mage Halaster, it has successfully survived assaults by dark elves, the wrath of the Hero of Waterdeep, and even the forces of itself. But now, 70 years after the defeat of the Armies of the Eighth Circle, Undermountain has gone quiet. Halaster’s disappearance does not bode well– last time he vanished, an archdemon attempted to dominate the world of Faerun. Adventurers have gathered in the Yawning Portal, an inn located above the only entrance to Undermountain, in an effort to find the Mad Mage– or what’s left of him. Complicating matters further is the reappearance of an artifact thought long gone: The Relic of the Reaper, the object that allowed the Hero of Waterdeep to cheat death long enough to defeat the dread Mephistopheles, ruler of the Armies of the Eighth Circle, and last known to be in the Hero’s possession. How this bodes for the fate of Faerun… Remains to be seen. Background knowledge guide: 70 years ago, the city of Waterdeep was under attack from forces of drow traveling through the huge, magical dungeon of Undermountain built under it. Ordinarily the dungeon was controlled by the mage Halaster, who was as powerful as he was insane, but Halaster was conspicuously absent. Investigation by an adventurer only remembered as the Hero of Waterdeep revealed that Halaster was being held captive by the drow and forced to allow squads of raiding dark elves through to the city, though he refused to open the main portal and let armies through. Eager for revenge upon being freed, Halaster cursed the Hero and teleported him and his companions, a rebel drow and a dragonblooded kobold, to the Underdark, the underground realm that the drow resided in. Under Halaster’s hex, the Hero was forced to oppose the Valsharess of the drow and her armies, eventually raising an army against her forces and defeating her in a last stand effort at the rebel encampment of Lith My’athar. The Valsharess’ forces were pushed back to her fortress, but before it could be stormed she revealed her final weapon: The archdemon Mephistopheles, ruler over the Eighth Circle of , bound to her command. Mephistopheles had a trick of his own, however. When ordered to slay the Hero of Waterdeep he refused, revealing that the artifact that had allowed the Hero to cheat death numerous times was a part of his own flesh, and that by ordering the demon to attack the Hero the Valsharess had violated their covenant. He freed the Hero from his magical bonds and set him against the Valsharess, a fight that the Hero won. Mephistopheles, finally totally free, banished the Hero to the Eighth and began a war on the Underdark and surface world alike, using the souls in his realm to reanimate the dead of his enemies to fight against them. In the Eighth , the Hero revived in the Gatehouse between life and death, a place the artifact had taken him many times before… Only now he could not return home. Venturing into the frozen wastelands of Cania, he gathered the spirits of his companions and sought the Knower of Names, the only person who could give him the power to dominate the Reaper that controlled the gates. Fighting his way through countless enemies, the Hero found the Reaper’s true name and used it to escape, he and his companions meeting Mephistopheles on the battlefield that Waterdeep had become. After a long, hard battle the dread Mephistopheles was defeated and banished back to Cania, leaving the people who had defeated it heroes. Deekin Scalesinger, the kobold bard and dragonblood who published his account of the adventure, is still famous today. But the Hero and the rebel drow did their best to become nomadic adventurers again… And faded into obscurity, taking the Relic of Reaper with them. In recent times, however, the Hero and the drow were rumored to be seen in Waterdeep again , possibly investigating the second disappearance of Halaster. The reappearance of the Relic of the Reaper in the Yawning Portal inn certainly seems to corroborate that rumor. But the Relic wouldn’t part from the Hero’s hands willingly. The implications of both Halaster Blackcloak and the Hero of Waterdeep vanishing in the space of a few months is immense, and as adventurers answer the call to venture into Undermountain to investigate, an atmosphere of foreboding descends over the town… Setting: The continent of Faerun is a large and varied one, but this story takes place primarily in two certain locales, though a third is extremely important to the story. The Yawning Portal: An inn built by the first adventurer to ever successfully return from Undermountain, on top of the well he used to enter the dungeon. While a relatively basic inn in terms of quality and price, the clientele is anything but ordinary. The tavern on the ground floor is full of a diverse and often rowdy crowd of adventurers from all over Faerun, and a room on the second level is devoted entirely to useful gear and weapons available to dungeon crawlers– for a price, of course. The inn is managed by the original adventurer’s daughter, Tamsil, whose half-elf heritage has kept her looking young far past the death of her father Durnan. Undermountain: A legendary, massive dungeon ruled over by the mad mage Halaster. Maps are useless in Undermountain, as its corridors and rooms are bound to Halaster’s will– he can reshape and reform them whenever he wishes, though he doesn’t do it often. Ordinarily, the monster inhabitants of Undermountain are kept in check by Halaster’s presence. With his disappearance, Undermountain has fallen into chaos, with warring factions of monsters and creatures fighting in the halls. Rooms that are known through songs and tales of returning adventurers are few, but they include the Hall of Sleeping Kings, a large throne room that serves as the tomb for the greatest warriors of a past age, and the Maze, a nearly completely empty room with only a few magic pillars in it. Invisible traps line the floor in certain patterns, waiting for the unwary adventurer to take a wrong step and suffer the wrath of a magic missile storm. The Underdark: While not playable at the beginning of the RP, the Underdark is a subterranean world where a large population of the dark elves know as drow live. The only way to get to it from the surface world is through Undermountain, on the deepest level. Character Creation: Blank profile form, with necessary information following it: Name: Species: Age: Class: Alignment: Abilities/Skills: Gear: Spells: Personality: Biography: Name: Species: See Races of the World. Class: See Classes. Alignment: Alignments are done along two axes, good to evil and lawful to chaotic, with neutral being in the middle. Abilities/Skills: This is where you detail what your character is good at and can do naturally. Incredible skill with a sword or a natural affinity for casting illusions would go here. Gear: List your relevant items such as armor and potions here. Any magical item must be listed, its effects detailed, and staff approved. It isn’t such a big deal if you have a set of ordinary gloves that isn’t stated in your profile, but if you spontaneously have a cloak that ignores all physical damage… It’s a problem. Spells: See Magic, the World, and You. Personality: How your character acts. Appearance: How your character looks. Biography: How did your character come to Waterdeep? How did they get involved? This is their life story until now. The Races of the World: Base playable races include humans, elves, dwarves, and halflings, along with hybrids. Custom races are acceptable, though they will have to be described in your profile if they aren’t in Forgotten Realms/D&D canon. Humans: The most adaptable and the shortest lived of the common races, humans have spread like wildfire across Faerun. They can be anything from magical to martial arts masters, and anything in between. Elves: With lifespans reaching into the millennia and legendary beauty, many other races look upon elves with something approaching awe. Shorter and more slender than humans on the whole, an ordinary elf can’t take a punch as well as a human can, nor are as resistant to disease and poison– but they are more nimble and can see in almost complete, nonmagical dark. Dwarves: The underground craftsmen of Faerun, dwarves as a whole are a hearty, hardworking sort, though that is by no means a universal trait. Shorter than elves but built far sturdier, a dwarf is far more robust even than a human against physical trauma, and their innate familiarity with caves gives them an edge underground. Halflings: The shortest and smallest of all races, halflings tend to be masters of trickery and thievery, though many will claim that is an “offensive stereotype propagated by the elven rulers of society”. No matter what the opinion of their mannerisms, however, the facts about their biology remain: Humans, elves, and especially dwarves are far stronger than they are– but nobody’s fingers move as fast or with as much skill as a halfling’s. Classes: For the sake of simplicity, the class system has been condensed into six basic classes, three martial and three magical. You are not bound to explicit definitions of these– they are merely guidelines so the staff and other players know what to expect from your abilities. A combination of two is okay. Fighter: The most combat oriented of the classes, fighters are not necessarily the tanks of any adventuring group, though they often are. Combining skill with weapons and shields with the strength to wear armor, a tough fighter can brutalize nearly anything in a straight, no tricks fight while suffering minimal damage themselves. Monk: Specializing in the control of a subtle inner energy known as Ki, powerful monks are ridiculously fast and can do rapid, brutal damage with their unarmed strikes, sometimes even becoming speedy enough to block arrows. But wearing heavy armor and using all but a few weapons distracts them from the inner calm that they must maintain to use their Ki to its utmost potential, causing them to lose their focus and thus their abilities. Rogue: The technical fighter of the lot, Rogues combine speed and skill to aim strikes at their opponent’s most vital regions, but cannot take as much punishment as a fighter’s rigid discipline and skill allows them to. Most rogues are stealthy, and experts at dealing with mechanical devices like traps and locks. Wizard: Wizards are followers of the arcane, casting spells using their own power, ancient words, and certain gestures. Wizards have the widest range of spells of the three magical classes, but since they rely on their own ability and very specific words and gestures they are more suspect to exhaustion and spell failure than clerics and druids. The movement restraining properties of heavy armor, for example, can contribute to spell failure for spells that rely on gesture. Cleric: A blanket term for any spellcaster that relies on the power of a higher being or deity, clerics are usually extremely good at casting the spells relevant to the being they follow. A follower of Torm, the patron deity of divine warriors, would be very good at turning undead and healing– but would not be able to throw rays of ice or fireballs. There are compensations, however: Since clerics are calling upon the power of another being, they are not subject to spell failure, and spells won’t drain their energy as much. Druid: Druids call upon the natural world for their magic abilities, so their spells mostly fit into manipulations of nature: Animal enchantment, weather manipulation, and even shapeshifting fall under the abilities of a druid. Arcane spell failure does not apply to druids, but being indoors makes their abilities suffer. Magic, the World, and You Magic works quite a bit differently in this game than from classical NWN or D&D. You do not have to rest before casting spells to charge them, though physical exhaustion is a factor for a wizard who has cast a lot of powerful spells recently. What is required for the magic section is a listing of the spells your character knows and how often they can cast them, along with any reagents necessary if applicable. Custom spells are okay, but if they are not canon to D&D or NWN, you must detail their effects. Magic that causes instant death, like “Power Word: Kill” is ineffective. Clerics must list their patron in this section. Rules: (READ THESE) 1. All BZP rules apply. 2. Listen to the staff. 3. Your posts should go something like this, with IC for “in character” and OOC for “out of character”: IC: A mad gleam in his eyes, Halaster advanced on the captured drow with a bolt of magic forming in his left hand. OOC: I LOVE DIS PART 4. Arguments/debates may go on for 3 posts in the main thread. After that, take it to PM or the discussion topic. 5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc. HOWEVER, this rule also applies to the attacker. Autohitting is not permissible. 6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason. 7. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character. 8. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM Joseph Cooper or another staffer. 9. NPC autohitting is permitted as long as you play realistically. 10. No bunnying. That means taking control of another person's character without permission. 11. Double posting... Nah. 12. Have fun! Your staff are: Nick (Joseph Cooper) Basilisk Staff NPCs and example profiles: Name: Only remembered as the Hero of Waterdeep Species: Human turned Outsider Age: He was twenty-one at the time of his legendary adventure, but he’s 90 now. His nature as a being not quite of this world would have postponed his aging immensely. Class: Monk Alignment: Lawful Neutral Abilities: Legends still tell of the Hero’s speed and his ability to dodge even the fastest of attacks. While no doubt exaggerated, the Hero was an extremely powerful monk who routinely wore boots that enhanced his already incredible movement speed. The normal immunities of monks to mind spells, poison, and disease were all powers of the Hero, and master monks still try to imitate the deadliness of his unarmed strikes today. Appearance: For a legend, the Hero was very plain looking. He was a tall, muscular individual with a shaved head and a well-trimmed brown beard. In fact, the most remarkable things about him were his originally brown eyes, which began to glow purple as he grew in power. His normal outfit was a plain-looking yellow tunic and pants, relaxed in fit to allow for free movement. Gear: That plain outfit, however, coursed with magical power, deflecting small weapons and attacks. As mentioned before, the boots he wore doubled his speed, the belt he wore at his waist giving him strength of mythical proportions. Songs tell of how he stood up to the hottest flames Mephistopheles could conjure– a resistance to fire granted by a ring he wore. Finally, he was known to carry the Relic of the Reaper, a device that pulled him back from that gates of death at the cost of a Rogue Stone. The artifact was rendered powerless when Mephistopheles was defeated. The Relic reappeared in the room where the Hero stayed the night before his first ingress into Waterdeep a few months ago, on the 70th anniversary of the defeat of Mephistopheles. While entirely defunct, a strange sense of power radiates off of it– alien to this plane, but not entirely unfamiliar. Spells: None. Personality: The Hero’s deeds have been exaggerated and retold to the point that no one is able to tell if he was a saint or a scourge… Biography: See background information. Name: Deekin Scalesinger Species: Dragonblood kobold. Age: 90– A little above middle aged for an ordinary Kobold, though most don’t survive to this age. Class: A combination of Wizard and Rogue, Deekin is very good with both a crossbow and arcane spells. Alignment: Neutral. Abilities/Skills: As a dragonblood, Deekin is immune to fire and can breathe it at maximum effectiveness once every few hours. His draconic heritage has also made him immune to poison and disease, as well as making him stronger, tougher, and more imposing than others of his species. Appearance: A relatively ordinary looking Kobold, apart from the red draconic wings sprouting out of his back. Gear: An enchanted light crossbow capable of creating and firing electrically charged arrows at a normal rate of fire, a horn that opens a small portal to the Plane of Pandemonium when blown, and leather armor enchanted to be as tough as steel. Spells: Deekin’s normally prepared spells are Sound Burst, Fireball, and Invisibility, though he is known to have others on hand if necessary. Personality: Deekin is intensely eager, loyal and devoted, to the point of almost puppylike admiration for those he follows and knows well– though he’s a bit egotistical and snooty with those he doesn’t. His success in the art world after his publishing of an account of the Hero of Waterdeep’s adventures has not helped his ego at all. Biography: Raised by a white dragon who alternately tutored and tortured him, Deekin was one of the Hero’s most loyal companions from the very beginning, after the Hero freed him from the dragon’s clutches. Though they were split up after the Hero found the Relic of the Reaper at the end of his first journey, they were reunited before the descent into Undermountain– and Deekin went to and back with his “boss”. Since Mephistopheles’ defeat, Deekin has achieved huge success in the literary world for his account of the tale. Now, he has been drawn back to Waterdeep, worried about the disappearance of the Hero. Name: Halaster Blackcloak Species: Human, though how much of him is magic and how much is still flesh is debatable. Age: At least 1000 years old. Class: Extremely powerful Wizard. Alignment: Neutral evil. Abilities/Skills: Perhaps most unique in Halaster’s vast repertoire of magical abilities and skills is his innate connection to Undermountain, allowing him to reshape and reorder it at will. If Halaster dies, Undermountain will collapse. Additionally, his millennia of experience with magic items have left him with the ability to reflect spells, though they must be targeted at him. Appearance: An old man in rich, purple robes with a mad gleam in his ice blue eyes, Halaster looks the part of a mad priest. His white hair and beard are long and unkempt, though clean. Gear: As he’s a walking dynamo of magical power, Halaster does not often use armor or weapons. His cloak, however, protects him from all spell damage except acid, which he’s still trying to work out the kinks on. Spells: As an Archmage, Halaster can alter and bend spells to suit his purposes– but that takes vast amounts of energy. His less taxing lineup is fireball (which he can alter into any element), Isaac’s Greater Missile Storm, and Arcane Fire, the lattermost of which allows him to throw pure, devastating blasts of magical energy. Personality: Simply put, Halaster is insane and reclusive. His paranoia and insanity have led him to confine himself in a dungeon where no one can reach him unless he wants them to– and that never happens. Biography: His legend reaches far back into the mists of time, but certain things are known. At one point he had several apprentices, but after his move to Undermountain he killed two and drove the rest mad, only one escaping. For the rest of his relevant biography, check the background knowledge guide.
  6. Undermountain. A vast, ever changing labyrinth of monsters, traps, death and dead ends, but with nearly limitless rewards for the intrepid adventurer. Ruled over by the Mad Mage Halaster, it has successfully survived assaults by dark elves, the wrath of the Hero of Waterdeep, and even the forces of itself. But now, 70 years after the defeat of the Armies of the Eighth Circle, Undermountain has gone quiet. Halaster’s disappearance does not bode well– last time he vanished, an archdemon attempted to dominate the world of Faerun. Adventurers have gathered in the Yawning Portal, an inn located above the only entrance to Undermountain, in an effort to find the Mad Mage– or what’s left of him. Complicating matters further is the reappearance of an artifact thought long gone: The Relic of the Reaper, the object that allowed the Hero of Waterdeep to cheat death long enough to defeat the dread Mephistopheles, ruler of the Armies of the Eighth Circle, and last known to be in the Hero’s possession. How this bodes for the fate of Faerun… Remains to be seen. Background knowledge guide: 70 years ago, the city of Waterdeep was under attack from forces of drow traveling through the huge, magical dungeon of Undermountain built under it. Ordinarily the dungeon was controlled by the mage Halaster, who was as powerful as he was insane, but Halaster was conspicuously absent. Investigation by an adventurer only remembered as the Hero of Waterdeep revealed that Halaster was being held captive by the drow and forced to allow squads of raiding dark elves through to the city, though he refused to open the main portal and let armies through. Eager for revenge upon being freed, Halaster cursed the Hero and teleported him and his companions, a rebel drow and a dragonblooded kobold, to the Underdark, the underground realm that the drow resided in. Under Halaster’s hex, the Hero was forced to oppose the Valsharess of the drow and her armies, eventually raising an army against her forces and defeating her in a last stand effort at the rebel encampment of Lith My’athar. The Valsharess’ forces were pushed back to her fortress, but before it could be stormed she revealed her final weapon: The archdemon Mephistopheles, ruler over the Eighth Circle of , bound to her command. Mephistopheles had a trick of his own, however. When ordered to slay the Hero of Waterdeep he refused, revealing that the artifact that had allowed the Hero to cheat death numerous times was a part of his own flesh, and that by ordering the demon to attack the Hero the Valsharess had violated their covenant. He freed the Hero from his magical bonds and set him against the Valsharess, a fight that the Hero won. Mephistopheles, finally totally free, banished the Hero to the Eighth and began a war on the Underdark and surface world alike, using the souls in his realm to reanimate the dead of his enemies to fight against them. In the Eighth , the Hero revived in the Gatehouse between life and death, a place the artifact had taken him many times before… Only now he could not return home. Venturing into the frozen wastelands of Cania, he gathered the spirits of his companions and sought the Knower of Names, the only person who could give him the power to dominate the Reaper that controlled the gates. Fighting his way through countless enemies, the Hero found the Reaper’s true name and used it to escape, he and his companions meeting Mephistopheles on the battlefield that Waterdeep had become. After a long, hard battle the dread Mephistopheles was defeated and banished back to Cania, leaving the people who had defeated it heroes. Deekin Scalesinger, the kobold bard and dragonblood who published his account of the adventure, is still famous today. But the Hero and the rebel drow did their best to become nomadic adventurers again… And faded into obscurity, taking the Relic of Reaper with them. In recent times, however, the Hero and the drow were rumored to be seen in Waterdeep again , possibly investigating the second disappearance of Halaster. The reappearance of the Relic of the Reaper in the Yawning Portal inn certainly seems to corroborate that rumor. But the Relic wouldn’t part from the Hero’s hands willingly. The implications of both Halaster Blackcloak and the Hero of Waterdeep vanishing in the space of a few months is immense, and as adventurers answer the call to venture into Undermountain to investigate, an atmosphere of foreboding descends over the town… One might question my sanity, making a TBRPG based on a D&D computer game. But I love the universe, and I think I can make it work. Tell me if the concept sucks, please. XD
  7. "Useless machines, huh?"

  8. Intro: Feels like I should put something like "OOC" here, but oh well. Anyway, in an effort to oversaturate the forum with Marvel Fanfics, here's mine and Tyler's effort. Set in the Ultimate Verse, in the future. Tali, Erik and Sarah Relo provided by me, Dallas Green by Tyler. *** Chapter 1 Tali looked down at her hands, the fingers of her left rubbing nearly faded calluses on the right. Commercial farms whipped by on either side of the interstate, each not much different from the next. She looked up, eyes tracing Dallas' jawline. "You... You sure you want to meet them?" "As long as I don't have to milk anything, babe." "Y-you shouldn't have to." She pointed at a green and white exit sign on the side of the road, for Plainstown, Nebraska. "This exit... Then it isn't far." "Tali, you don't really hail from a place called Plainstown, right?" "I... Live outside the city limits. Technically, where we live is called Rainbow Stones. But... The nearest thing to a city is Plainstown." Tali blushed, looking back down at her hand. Dallas drummed his fingers at ten o'clock and then wrapped his wrist around the top of the wheel, sparing a glance at Tali. "Nothing they say can make me break up with you. You know that, right? You sound more freaked than I feel." A nod, her eyes still on her hand. "Just nervous..." One of her fingernails kept running over the callus on the ball of her hand right below her index finger. Dallas grinned crookedly at her in the mirror. "Those hands are never gonna be entirely clean again. We've dated too long." Tali smirked in spite of herself. "Calluses from a pitchfork." She glanced up again. "Farm girl, remember." "Yee-haw.“ She finally stopped fidgeting, letting her hands rest. "That's... That's not all I'm nervous about." She frowned slightly, feeling of her stomach. "I think I gained back all the weight I lost during the war while we were in the other universe..." Tali twisted in her seat and looked back. "And maybe then some." A pause, then a nervous giggle. "I almost look like my old self again." "I'd be less worried about the five pounds you gained and more worried about the five inches between your and the tattoo of my name," Dallas joked, pulling off the side of the road before they merged into the next highway. "Look at me real quick." Her head turned toward him as she brushed a strand of wavy black hair out of her face. "I'm kinda worried about that too, but... Keeping it covered." Dallas pushed aside his (unbuckled) seat belt (for appearances sake, he'd worn it lazily halfway across his lap for most of the drive) and kissed Tali, tucking her hair behind her opposite ear while their lips were locked. "Pretty as a picture," he tisked, and then a distinctly quieter: "I love you." "I love you too," she said, stroking the side of his face. "I... I'm actually worried about the scars." Dallas looked over Tali's face for a long time, and then one half of his mouth flipped upwards again. "I'm worried they'll think I'm a girl." Tali smiled and scratched the back of her head, eyes running over Dallas' body. "Nah. My family wouldn't assume you're a woman." She kept smiling, as if at some private joke. "I don't like that look." "Nothing bad, just... Compare my body shape to yours." "We do, often and vigorously." She turned bright red, but laughed. "I mean... I... I... Carry extra weight and... You know." "I know." Dallas got back behind the wheel and pulled out on the road. "Jeez, you'd have to be lost to find this place. I could have murdered someone and come out here with fifty bucks, a gun, and the clothes on my back. Never been caught." "N-next right." The next turn was a gravel road cutting through fields, but it was straight and flat. "And... That's one of the strengths of the open plains." The hand Dallas didn't have on the wheel reached out and clasped Tali's, folding over the callus. "Easy does it, girlfriend. I'm right here." She nodded, eyes running over Dallas' face again, her hand squeezing his. A farmhouse was visible in the distance, but it looked fairly ordinary. Off white siding, windows with open storm shutters, light visible in them. "It's... Been so long." "My father's name is Eric and my mom is Sarah..." "Eric...Sarah...Dante and Tali?" Dallas tried to keep a straight face. "...Yes… My parents didn't want to give us ordinary names..." "I could tell." "Still not sure why I have my name, but... My parents really enjoyed Dante Alighieri's work." "Something I'll have to ask, I s'pose." Silence reigned for another minute or two until Dallas parked the car in front of the farmhouse and looked over to her. "We'll knock on the door together, if you want." Tali shook her head. "I... I can knock on my own." "Okay. I'll be right here. Moral support and a wandering eye." "... A wandering eye?" "I love you!" Tali sighed and smiled, kissing him on the cheek and mouthing "I love you too" before opening the door and walking toward the porch, stepping up two wooden stairs to the deck surface, knocking on the door. Dallas crossed his fingers and sat up on the Nissan's trunk, reclining with wrists on his knees and his head against the roof. A tall man opened the door, his body having the wiry, taut muscles born of manual labor, his skin tan and weatherworn. His hair was the same unruly black spikes that Dante's was, though his eyes were a much softer green than his daughter and son's. His lips moved dumbfoundedly for a few seconds, Tali looking up at her father and crossing her arms nervously. "Hi, dad." "Hi, Dad," Dallas muttered. Eric Relo held his daughter close and kissed the top of her head, then looked over at the car after a minute. He smirked, slightly. Dallas waved. Eric waved back, then grabbed his daughter's shoulders and whispered something in her ear. Tali turned bright red, her father just kept smirking. He turned, and yelled back at the house. "Sarah! Get down here!" Dallas kicked one leg up high on the side view mirror and posed for Tali with a cheerful wink. Tali just turned redder as her mother stepped into the doorway. The mother looked a little more elven than the daughter, built a little shorter and much more slender, but otherwise... The resemblance was plain. Sarah Relo stepped closer, her finger running along one of the scars on Tali's face- then she hugged her daughter tight and sobbed. Dallas looked away awkwardly and tugged at his bangs. Her mother pulled away, looking into her eyes and saying something too low to hear. Eric scratched the back of his head and walked slowly over to the car, holding out a hand to Dallas. "Eric Relo. Nice to meet you." Dallas took the offered hand and shook it - maybe, like, the first time he'd shaken a hand since...fifth grade? Sixth? - with a smile. "Dallas Green. Hiiiya." Eric smiled slightly, releasing his hand and leaning against the car, looking toward Tali and Sarah. "So you're the one on her tattoo?" "."
  9. OOC: Murrae has been upgraded to a PC. IC: The Bo-Toa finished stitching a cut shut and healing it, standing and letting the plant gloves she was wearing dissipate, taking the paper from Enforcer and reading it quickly, eyes widening slightly. She looked up at him and sighed. "Looks like I'm with you all for a time. What do I need to know?"
  10. NPC: Luckily, that was the Sergeant's uninjured hand. He shook and smirked. "Pleasure doing business with ya."
  11. Children, if I owe you things Give me a PM XD
  12. NPC: "Orders papers." Sergeant pulled a folded piece of paper out and handed it to Enforcer, shrugging slightly. "Give that to Murrae. Otherwise, consider the agreement settled."
  13. NPC: The Sergeant nodded, moving to the area indicated, his uninjured hand fidgeting with nervous energy at his side. "Gonna state it plain and simple," he said once he got there. "I know what you people are. Private security maybe, but hired by the people who own the place... My arse. I was a mercenary myself, I ran this gambit back in the day." He held up a hand. "No point in trying to kill me, stronger than you"-Despite the fact that he was a solid foot shorter than Enforcer, the Sergeant kept a straight face- "and the Highlanders know it. But I got a deal for ya, and Ta-Koro done approved it too." "We'll letcha keep your toll business here. Got no interest in a two front war. We just want a toll exception for traffic going to and from Ihu-Koro. Might have some business offers for you, too." "In exchange, Murrae can stay on as a healer with you all. She's a good medic, just not a very good combatant. Needs experience. We'll pay her wages and keep her equipment maintained, unless she's off someplace else." "Those are the stakes, mate."
  14. NPC: The Sergeant "Yep. Proposition for ya, OKed by Ahka Tamara herself."
  15. IC: "Simply, mate... Cable car is gonna have to make multiple trips, and Ta got plenty of refugees too. From Ihu, Sky's Heights Way... We can get refugees out of the Wahi, to less stressed Koros." He was about to continue when he saw the large Vortixx from earlier. The Sergeant strapped his rifle across his back and waved, stepping toward Enforcer.
  16. IC: James paused for a second, then sighed. "I have a feeling... that I know what stories she's told you. I apologize."
  17. IC: Tali wasted no time with the gas pedal, slamming it to the ground and nearly making the engine leap its way out of the battered frame. The car blasted forward, peeling past cop cars and away. IC: James James locked lips with Jenna with not a small amount of surprise, holding her for a second before letting her go. "She's... Told you stories about me?"
  18. IC: James got ready to jump, setting his jaw at the anticipation of the impact- Then turned and looked. "Jenna?!"
  19. IC: If there was one thing James Foxglove hated, it was redneck vampires. He swore, firing two bullets behind him wildly as he ran. "Too slow, old timer!" The guy chasing him screamed, his fangs nearly biting his tongue as he ran. Newbie. "I'll teach you to interrupt me" He was cut off by another bullet. Kill me now. James thought, eyes scanning the environment ahead- Ah, there we go. He picked up speed, jumping down 3 metres from a roof, onto a fire escape at the top of an apartment building- and spun, bracing his spear on the ground and waiting for the inevitable- Jump. And the spear was aimed up, right at the other vampire as he jumped off- and it struck him through the abdomen, the other immortal unable to change his path midair. The wooden shaft finished the job. The fire escape shook, and James got ready to jump again if someone came out of the door.
  20. IC: And cue the cavalry. An old, battered four door Nissan Panamera roared past the police line, the modifications on the engine sticking through a hole that looked like it had been made by a giant metal fist. Bullets started to ding off the metal of the car, but it really didn't make that much difference to the overall appearance of the vehicle. Dallas' phone dinged. Cavalry is here.
  21. IC: Colette started humming the 1812 Overture, picking Quincy's body up and putting it in the wreckage of Lynae's car. She pulled her gun out, aiming it at the gas tank and pulled the trigger three times. No explosion, but the gasoline started to leak out– and it burst into flames as a lit match falling from Colette's hand hit it. "And there we go. Evidence, gone."
  22. NPC: The Sergeant shrugged, sizing up Akarth. "Where do you propose to take them?"
  23. IC: "The way I see it, we have a damaged car full of gasoline and I have some matches, so technically speaking we could... You know. Burn the body. Now." Colette grinned and looked up at Ric, green eyes alight.
  24. IC: "Couldn't warn you. He'd take away telekinesis. Sorry, though." Tali sighed, rubbing the back of her head and ruffling her short, spiky hair. "It's... Good to breathe actual air again." Colette, meanwhile, was looking around, leaning down to Quincy's body and feeling for a pulse. "Deader than a particularly deceased coffin nail. Anybody else in this cluster####?"
  25. Name: Colette “Coe” Doe Codename: The Witness Age: 25 Sex: Female Faction: NADA, but friendly with the X-Men. Powers: Coe is fast. Very, very fast. Or time moves slowly. She can never tell. Either way, she can hit ridiculous speeds, her body projecting a forcefield that protects her from collisions and the effects of friction. She can also turn invisible, for up to ten minutes at a time. Rounding out her powers is an immunity to the effects of age and slightly superhuman durability granted by the field that protects her, though she doesn’t know about the former yet. Appearance: Colette is a knockout. Tall and with perfect poise, slender in just the right places and wide in the others, with perfect fair skin and dark red hair, Colette stands out from any crowd. Her bright green eyes only serve to accentuate her hair, taking residence in a face like that out of a dream or fairy tale, ruby red lips and all. Her mouth is more often than not half-smiling, as if at some cosmic joke only she gets. Her ordinary clothing flatters her form, allowing her to use her looks to their upmost ability. Weapons: A .44 caliber revolver, a switchblade. Skills: While an excellent shot and hand to hand combatant, Coe tries to avoid fighting as much as possible. She’s extremely adept at persuasion and stealth, as well as being the best hacker this side of technopathy. Her looks are a tool. Personality: Jovial and playful most of the time, Coe’s easygoing personality immediately swaps to hard and ruthless if something she wants is at stake. Weaknesses: Her invisibility doesn’t extend to sound or touch, and apart from being slightly tougher to injure than normal, a wound that would be lethal to a normal person is lethal to her. Bio: Colette is a longtime resident of the Westchester Academy, born to mutant parents and abandoned on the school’s doorstep. She grew up as normally as someone can at the school, at least until she failed PE during junior year and was forced to retake it. During that time she met Alaric Carlisle and… A partnership that shook the school’s disciplinary system was formed. Since leaving the school, she’s formed a little bit of an information brokering business. Preapproved by some other staff.
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