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Khakhan

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  • 2 weeks later...
image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
The Beast Prince (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 20 (3d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +3, Con +4

Skills: Athletics +4, Perception +4

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 14

Languages: understands the languages you speak

Challenge: 2

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


Force-Empowered Rend. Melee Weapon Attack: +7, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

REACTIONS


Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

 

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image.png.a7dc81ebb0c9b5ae061e65672c19bda4.png

 

Character Name Player
   
Concept Crew
   
Drive  
 

 

SKILLS
Physical Skills Mental Skills Social Skills

Athletics

Awareness

Melee

Shoot

Stealth

Survival

Vehicles

--

--

--

--

--

--

--

Art

Business

Education

Lore

Medicine

Science

Technology

--

--

--

--

--

--

--

Charm

Conviction

Empathy

High Society

Rhetoric

Streetwise

Taunt

--

--

--

--

--

--

--

Skill Cap --
Specialities --

 

TRAITS AND LIMITATIONS
Traits
 
Limitations
 

 

ATTRIBUTES
Endurance -- Will -- Damage --

 

Edited by Khakhan (see edit history)
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  • 2 weeks later...

Vampire_The_Masquerade_logo_V20.png

NAME NATURE GENERATION
Name Nature Generation
PLAYER DEMEANOR CONCEPT
Player Demeanor Concept
CHRONICLE CLAN SIRE
Chronicle Clan Sire

 

ATTRIBUTES
Physical Social Mental

Strength

●○○○○

Charisma

●○○○○

Perception

●○○○○

Dexterity ●○○○○ Manipulation ●○○○○ Intelligence ●○○○○
Stamina ●○○○○ Appearance ●○○○○ Wits ●○○○○

 

ABILITIES
Talents Skills Knowledge

Alertness

○○○○○

Animal Ken

○○○○○

Academics

○○○○○

Athletics ○○○○○ Crafts ○○○○○ Computers ○○○○○
Awareness ○○○○○ Drive ○○○○○ Finance ○○○○○
Brawl ○○○○○ Firearms ○○○○○ Investigation ○○○○○
Empathy ○○○○○ Etiquette ○○○○○ Law ○○○○○
Expression ○○○○○ Larceny ○○○○○ Medicine ○○○○○
Intimidation ○○○○○ Melee ○○○○○ Occult ○○○○○
Leadership ○○○○○ Performance ○○○○○ Politics ○○○○○
Streetwise ○○○○○ Stealth ○○○○○ Science ○○○○○
Subterfuge ○○○○○ Survival ○○○○○ Technology ○○○○○

 

ADVANTAGES
Disciplines Backgrounds Virtues

Discipline

○○○○○

Background

○○○○○

Conscience/Conviction

●○○○○

Discipline ○○○○○ Background ○○○○○ Self-Control/Instinct ●○○○○
Discipline ○○○○○ Background ○○○○○ Courage ●○○○○

 

MERITS & FLAWS HUMANITY HEALTH

 

ROAD

Road Name

○○○○○ ○○○○○

AURA 

 

WILLPOWER

○○○○○ ○○○○○

□□□□□ □□□□□

 

BLOOD POOL
□□□□□ □□□□□ □□□□□ □□□□□
□□□□□ □□□□□ □□□□□ □□□□□

Blood Per Turn: ■

HEALTH
Bruised 
Hurt  -1   
Injured  -1 

Wounded  -2 
Mauled  -2 
Crippled  -5  
Incapacitated 

 

WEAKNESS
Weakness

 

EXPERIENCE
Experience

Edited by Khakhan (see edit history)
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File:Vampire The Masquerade logo V5.png

Name Concept Predator
Name Concept Predator
Chronicle Ambition Clan
Chronicle Ambition Clan
Sire Desire Generation
Sire Desire Generation

 

ATTRIBUTES
Physical Social Mental

Strength

○○○○○

Charisma

○○○○○

Intelligence

○○○○○

Dexterity ○○○○○ Manipulation ○○○○○ Wits ○○○○○
Stamina ○○○○○ Composure ○○○○○ Resolve ○○○○○

 

HEALTH WILLPOWER
□□□□□ □□□□□ □□□□□ □□□□□

 

SKILLS

Athletics

○○○○○

Animal Ken

○○○○○

Academics

○○○○○

Brawl ○○○○○ Etiquette ○○○○○ Awareness ○○○○○
Craft ○○○○○ Insight ○○○○○ Finance ○○○○○
Drive ○○○○○ Intimidation ○○○○○ Investigation ○○○○○
Firearms ○○○○○ Leadership ○○○○○ Medicine ○○○○○
Melee ○○○○○ Performance ○○○○○ Occult ○○○○○
Larceny ○○○○○ Persuasion ○○○○○ Politics ○○○○○
Stealth ○○○○○ Streetwise ○○○○○ Science ○○○○○
Survival ○○○○○ Subterfuge ○○○○○ Technology ○○○○○

 

DISCIPLINES
Discipline ○○○○○ Discipline ○○○○○ Discipline ○○○○○

 

RESONANCE HUNGER HUMANITY
  □□□□□ □□□□□ □□□□□

 

CHRONICLE TENETS TOUCHSTONES & CONVICTIONS CLAN BANE

 

 

 

 

ADVANTAGE & FLAWS BLOOD POTENCY ○○○○○ ○○○○○
 

Blood Surge

Mend Amount

Power Bonus

Rouse Re-roll

Feeding Penalty

Bane Severity

 

Edited by Khakhan (see edit history)
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  • 2 weeks later...

Zehrkvhd o

Name Virtue Chronicle
Name Virtue Chronicle
Age Vice Faction
Age Vice Faction
Player Concept Group Name
Player Concept Group Name

 

ATTRIBUTES
Power Intelligence ●○○○○ Strength ●○○○○ Presence ●○○○○
Finesse Wits ●○○○○ Dexterity ●○○○○ Manipulation ●○○○○
Resilience Resolve ●○○○○ Stamina ●○○○○ Composure ●○○○○

 

SKILLS

Mental

(-3 unskilled)

Physical

(-1 unskilled)

Social

(-1 unskilled)

Academics ○○○○○ Athletics ○○○○○ Animal Ken ○○○○○
Computer ○○○○○ Brawl ○○○○○ Empathy ○○○○○
Crafts ○○○○○ Drive ○○○○○ Expression ○○○○○
Investigation ○○○○○ Firearms ○○○○○ Intimidation ○○○○○
Medicine ○○○○○ Larceny ○○○○○ Persuasion ○○○○○
Occult ○○○○○ Stealth ○○○○○ Socialize ○○○○○
Politics ○○○○○ Survival ○○○○○ Streetwise ○○○○○
Science ○○○○○ Weaponry ○○○○○ Subterfuge ○○○○○

 

MERITS HUMANITY MISC.
 

HEALTH

○○○○○○○○○○○○

□□□□□□□□□□□□

 

WILLPOWER

○○○○○ ○○○○○

□□□□□ □□□□□

 

INTEGRITY

○○○○○○○○○○

Size

Speed

Defense

Armor

Initiative Mod

Beats □□□□□

Experiences

Edited by Khakhan (see edit history)
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  • 2 months later...
EXPERT 3

Armor Class 11

Hit Points 17
Speed 10 m.


Effort N/A

System Strain 0/14

Attack Bonus +1

 

ABILITIES & SKILLS 

ABILITIES

Strength 8 (0) | Dexterity 14 (+1) | Constitution 14 (+1) | Intelligence 10 (0) | Wisdom 7 (-1) | Charisma 10 (0) 


SKILLS

Administer - | Connect 1 | Exert - | Fix 1 | Heal - | Know - | Lead - | Notice 0 | Perform - | Pilot 2 | Program - | Punch 0 | Shoot - | Sneak - | Stab - | Survive - | Talk 0 | Trade 0 | Work -


PSYCHIC SKILLS

Biopsionics N/A | Metapsionics N/A | Precognition N/A | Telekinesis N/A | Telepathy N/A | Teleportation N/A

 
BACKGROUND, CLASS & FOCI ABILITIES

EXPERT ABILITIES

  • You gain a free level in a non-combat focus related to your background.
  • Once per scene, you can reroll a failed skill check, taking the new roll if it's better.
  • When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.

SPECIALIST (PILOT) - LEVEL 1

  • Gain a non-combat, non-psychic skill (Pilot) as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

ALERT - LEVEL 1

  • Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.

CONNECTED - LEVEL 1

  • Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.

 

WEAPONS

WEAPONS

  • Knife +0 to hit for (1d4 + 1) damage | Shock: 1 point/AC 15
  • Unarmed +1 to hit for (1d2 +1) damage | Shock: None

 

EQUIPMENT & ENCUMBRANCE

CREDIT CHIP (955)

ENCUMBRANCE None


EQUIPEMENT READIED (2/4)

  • Armor (--) None
  • Weapons (1) Knife - 1 Enc.  
  • Readied Items (1) Backpack (TL 0) - 1 Enc. | Glowbug (x5) - 0 Enc. | Thermal Flare (x2) - 0 Enc.

EQUIPMENT STOWED (1/8)

  • In Backpack Type A Power Cell - 1
  • Strapped to Backpack 

EQUIPMENT NOT CARRIED (--)

  • At Home 
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  • 1 month later...

cFbk2Rj.png


"You know that steady clang of hammer-on-metal? That sound is safety to me. I want to make sure everyone else feels as safe as I do when I hear the forge ringing."
Theme: Licht (Granblue Fantasy Versus OST)

Mina Everbright
Human (Versatile) • Artisan (Blacksmith) • Champion 1 (Sarenrae)
Medium • CG • Humanoid


Abilities
Strength 16 (+3) • Dexterity 12 (+1) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 14 (+2)

Boosts
• Ancestry: +2 STR, +2 CHA
• Background: +2 STR, +2 CON
• Class: +2 STR
• Free: +2 CON, +2 WIS, +2 CHA, +2 DEX


Adventuring & Combat
HP 20/20
Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses
Speed 25 feet (20 in armor)
Class DC 16 • Trained 3 • Base 10 • Str 3 • Item 0


Armor and Shields
AC 18 • Trained 3 • Base 10 • Dex 1 • Item 4
Trained: Armor, unarmored
Steel Shield • Bulk 1 • +2 AC, Hard 5, HP 20 (10)


Saving Throws 
Fortitude +7 • Expert 5 • Con 2 • Item 0
Reflex +4 • Trained 3 • Dex 1 • Item 0
Will +6 • Expert 5 • Wis 1 • Item 0

Weapon Proficiencies
Trained: Martial, simple, unarmed

Warhammer +6 • Trained 3 • Str 3 • Item 0 • Damage 1d8+3 B • Shove


Skills
Acrobatics +0 • Untrained 0 • Dex 0 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +6 • Trained 3 • Str 3 • Item 0 • Armor -2
Crafting +3 • Trained 3 • Int 0 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +5 • Trained 3 • Cha 2 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: Guild +0 • Trained 3 • Int 0 • Item 0
Medicine +4 • Trained 3 • Wis 1 • Item 0
Nature +0 • Untrained 0 • Wis 0 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +4 • Trained 3 • Wis 1 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth -1 • Untrained 0 • Dex 1 • Item 0 • Armor -2
Survival +0 • Untrained 0 • Wis 0 • Item 0
Thievery +0 • Untrained 0 • Dex 0 • Item 0

Languages: Common, +1


Abilities
Versatile Heritage • Human Ancestry, Heritage • +1 general feat
Liberating Step • Champion 1 • image.png.39eb6af5cf004a4f24356560503acb9d.png Trigger An enemy damages, Grabs, Grapples ally within 15 feet; give ally resistance = 2 + your level (3) against triggering damage; ally can attempt new save to break free, or Escape from one effect as a free action; ally can Step as free action


Feats
Specialty Crafting • Skill 1 • Blacksmithing
Shield Block • General 1 • Ward off a blow with your shield
Quick Repair • Skill 1 (Human 1) • 1 minute to Repair an item
Deity's Domain • Champion 1 • devotion spell
Cooperative Nature • Human 1 • +4 to Aid
Unimpeded Step • Champion 1 (Liberator) • Liberating Step movement unaffected by terrain


Spells & Powers
Spell Attack +5 • Trained 3 • Cha 2
Spell DC 15 • Trained 3 • Base 10 • Cha 2
Focus Points 1/1

Focus 1 —
• Lay on Hands image.png.9267d6ecd6fd99d84b24cfd13c4623ba.png somatic • Range touch • Targets 1 willing living/1 undead • Heal 6 points, +2 status bonus to AC for 1 round; undead take 1d6 damage and Fort save or receive -2 status penalty to AC for 1 round; Heightened (+1): +6 healing/+1d6 damage


Inventory
Money: 3 gp, 84 sp
Bulk 4/13 • Enc 5 (5 + Str 3) • Max 13 (10 + Str 3)


Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Grappling Hook • Bulk L • Be like the Bat Knight
Repair Kit • Bulk 1 • Repair items with Crafting

Arms and Armor
Chainmail • Bulk 2 • +4 AC, Dex Cap +1, CP -2, Speed -5 • Flexible, Noisy
Steel Shield • Bulk 1 • +2 AC, Hard 5, HP 20 (10)
Warhammer • Bulk 1 • 1d8 B, Hammer, Shove


Appearance
"Thank the gods ye got yer mother's looks," Mayhew always tells Mina, usually when recalling her departed mother. Mina has the milky complexion of her mother, who had some Elvish blood in her, and the big, bright eyes that give the Everbright family their name. Hers are blue and liquid like the morning skies above Sunrise. Mina is well-built, having grown up at the forge: she's slender but toned, and her face is often darkened by soot and grime as she emerges gleaming with sweat from the hot forge. Her hair is a burnt red like the coals at the edges of the fire, but seems to glow in the warmth of the forge light.

Mina dresses rather simply, eschewing the fancy dress of more well-to-do commoners and townsfolk. She prefers simple, rugged garments that won't easily spoil, though she usually has little time to give to the thought of dressing up. Often as not she can be found wearing her blacksmith's apron and leg armor, wiping sweat from her forehead with the back of her forearm.


Personality
Mina is upbeat, fiercely devoted, and a strong believer in the freedom of all living things. She's endlessly curious, especially about the world outside the forge, and can be a little reckless in satisfying that curiosity, usually in defiance of her father. Despite chafing at the rules he set for her, Mina is highly protective of others and more than willing to be their shield against dark times and malevolent forces. She loves art and nature and music, beautiful things, though she considers herself too rough to be a part of these things. As with many young women, her heart desires to see the world and to find those who need her light the most.

Although respectful of her father's wishes, Mina feels the call to adventure....


History
Daughter of Mayhew Everbright, scion of a long generation of Everbright blacksmiths, Mina eagerly studies all she can of her craft. As the only blacksmiths in town, the Everbrights are not lacking in work, but Mina's sights often stray further afield. She desires to search the ruins north of town to find forgotten works and reforge them, learn their secrets, work the metals of distant lands. Mayhew wants his daughter to stay firmly focused on the simple tasks set before them by the demands of Sunrise townsfolk. He dislikes magic and the idea of forging magical works, but never explains why.

Mina, by contrast, has read stories of legendary forgings of old and desires to one day beat myth into metal.

 

image.png.9267d6ecd6fd99d84b24cfd13c4623ba.png image.png.ef0598b4b0b29281eabc99b34095d9ed.png image.png.cdf71474148c6673391ce5b7c6b8b9be.png image.png.39eb6af5cf004a4f24356560503acb9d.png image.png.f4b034d6ecf54f094025f8b44796d4e2.png

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  • 3 months later...
CLASS 1

Medium humanoid female (human, undine), neutral good


Armor Class 10 • Armor 0 • Dex 0

Hit Points 13
Speed 30 ft.


Perception +0 • Untrained 0 • Wis 0 • Item 0 • Senses

Languages common

Class DC 10 • Untrained 0 • Base 10 • Str 0 • Item 0

 
ATTRIBUTES

Strength 10 (+0) • Dexterity 10 (+0) • Constitution 10 (+0) • Intelligence 10 (+0) • Wisdom 10 (+0) • Charisma 10 (+0)


Boosts:

Ancestry:

Background:

Class:

Free:

 

ARMOR & SHIELDS

Armor Class 10 • Untrained 0 • Base 10 • Dex 0 • Item 0

Trained

Shield X • Bulk 1 • +X AC, Hard 0, HP 0 (0)

 

 SAVING THROWS

Fortitude 10 • Untrained 0 • Con 0 • Item 0

Reflex 10 • Untrained 0 • Dex 0 • Item 0

Will 10 • Untrained 0 • Wis 0 • Item 0

 

Weapon Proficiencies

Trained

 

Weapon

 

SKILLS

Acrobatics +0 • Untrained 0 • Dex 0 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +0 • Untrained 0 • Str 0 • Item 0 • Armor -2
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +0 • Untrained 0 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: XXX +0 • Untrained 0 • Int 0 • Item 0
Medicine +0 • Untrained 0 • Wis 0 • Item 0
Nature +0 • Untrained 0 • Wis 0 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +0 • Untrained 0 • Wis 0 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +0 • Untrained 0 • Dex 0 • Item 0 • Armor -2
Survival +0 • Untrained 0 • Wis 0 • Item 0
Thievery +0 • Untrained 0 • Dex 0 • Item 0

Languages: Common, +1

 

ABILITIES

Ability • Type 0 • Notes

 

FEATS

Feat • Type 0 • Notes

 

SPELLS & POWERS

Spell Attack +0 • Untrained 0 • Abi 0
Spell DC 15 • Untrained 0 • Base 10 • Abi 0
Focus Points 0/0
Spells/Day: 0: 5 • 1st: 1
 

Prepared Spells
Spell 0 —
Spell

Focus Spells
• Lay on Hands
:OneAction:Somatic Range touch • Targets 1 willing living/1 undead • Heal 6 points, +2 status bonus to AC for 1 round; undead take 1d6 damage and Fort save or receive -2 status penalty to AC for 1 round; Heightened (+1): +6 healing/+1d6 damage

 

INVENTORY

Money: 15 GP
Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Item • Bulk 0 • Notes

Arms and Armor
Item • Bulk 0 • Notes

 

APPEARANCE

Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND

BACKSTORY

 

 

 

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  • 2 months later...

image.jpeg.aff9c8acd84cf1ddd18f07804468ff01.jpeg

HELENA GIANNOPOULO • HERCULA


ABILITIES   DEFENSES  
Strength 10 Dodge 6 / 8*
Stamina 7 Parry 8
Agility

3

Fortitude 9
Dexterity 2 Toughness 12
Fighting 7 Will 7
Intellect 1    
Awareness 3    
Presence 3    

* with Lionskin Coat

 

 

POWERS


Olympian Demigoddess (26pp Multiple Effects)

... Density Growth 2, Permanent

... Enhanced Strength 7 (3.2 ktons), Limited to lifting

... Healing 5, Restorative, Distracting, Self Only

... Immunity 5 (all environmental conditions)

... Protection 5

 

Flight (14pp)

... Flight 7 (250 mph)

 

Hephaestus Forged Axe (6pp)

... Strength-based Damage 3, Dangerous, Feature: summonable/dismissible, Reach 1

 

Lionskin Coat (6pp Multiple Effects), Removable

... Enhanced Advantage 1 (Improved Defense)

... Glamoured Enhanced Advantage 1 (Feature: Quick-change)

... Enhanced Dodge 2

... Impervious Toughness 8, Limited to attacks she's aware of, Move Action, Sustained

 

Princess of Power (2pp Strength Damage Array)

... Channel Lightning Concentration Grab-based Affliction 10 (Fort; Dazed, Stunned, Incapacitated)

... Lightning Bolt Ranged Damage 8, Accurate +4, Distracting

 

ADVANTAGES


... Accurate Attack

... Attractive

... Improved Initiative

... Languages 1 (base: English, Greek)

... Ranged Attack 2

... Takedown 1

 

Compiled from Powers

... Improved Defense

 

SKILLS


SKILL RANKS BONUS
Acrobatics 5 +8
Athletics 2 +12
Close Combat: Unarmed 3 +10
Deception 6 +9/11*
Expertise: Mythology 4 +5
Insight 2 +5
Intimidation -- +3
Perception 3 +6
Persuasion 4 +7/9*
Stealth -- +3

* Attractive

 

OFFENSES


Initiative +7

Unarmed Strength-based Damage

+10 vs Parry; DC25 vs Toughness

Channel Lightning Grab-based Affliction

+7 vs Parry; DC20 vs Dodge/Strength, DC20 vs Fortitude

Lightning Bolt Ranged Damage

+8 vs Dodge; DC23 vs Toughness

Hephaestus Forged Axe Strength-based Damage

+7 vs Parry; DC28 vs Toughness; Crit 19-20
 

 

Abilities 64pp / Powers 54pp / Advantages 7pp / Skills 15pp / Defenses 10pp


Complications

Doing Good - Motivation  Helena wants to live up to the heroic ideal her father has set and forge a heroic legend of her own.

Enemies  Hera, Queen of the Gods has turned her ire against Helena's father against Helena herself. Medea and Hades also have grudges against her father.

Relationships  Her mother, Georgia Giannopoulo, and father, Hercules.

Temper Like her father, Helena can be prone to fits of temper.

 

History

Helena is the daughter of Hercules, Greek God of Strength, and the mortal woman Georgia Giannopoulo, a museum curator specializing in Greco-Roman artifacts. The fact of her divine heritage was never once kept secret from the young woman, who began showing signs of divine gifts shortly after birth. Growing up, she heard time and again stories of her father's daring exploits, from her mother and the man himself, and the thrilling adventures instilled heroic dreams in Helena.

Sadly, this was just about the only desire of Helena's that her parents refused to indulge, and indeed, outright forbade her from acting on. As Helena grew older, her parents warned her of the severity of the consequences should she violate this tenet. As is often the case with parental forbiddance, while done with the best intentions, it often has the opposite effect than is desired, and Helena's desire only grew stronger with time.

When it came time for her to enter college, it was an easy choice with her grades being more than adequate, and the university boasting one of the most impressive archaeology courses on the West Coast, she chose Emerald City University and moved to the city.

 

What Helena Doesn't Know

Hercules swore an oath on the River Styx to refrain from interfering in the affairs of the Olympians and they, in turn, would not interfere in his life. Basically, a divinely reinforced MAD agreement, that keeps (mostly) Hera off his back and constantly dropping curses on his head (or his family).

However, the wording of it essentially means that Helena's new involvement in heroics violated this oath. And oaths on the River Styx are Very Serious Business (tm), and to break one is a Very Big Deal (tm).

 

Personality

Helena is very similar to her father in many respects. She is large and gregarious and an absolute people person who is more than comfortable at the center of attention. However, despite this and her strong sense of ego, she is still a kind person who would rather help others than step on them.

She's always more than happy to accept a new challenge, and always gracious in victory. Well. Usually gracious, and she apologizes afterwards.

 

Powers & Abilities

Helena is a demigoddess, the daughter of Hercules. This lineage has granted her incredible might and durability, and her descent from Zeus has gifted her abilities beyond even those her father can claim, including flight and the ability to manifest lightning.

At this stage, Helena's full abilities and powers have not yet matured or been explored, so it's possible that she might manifest abilities beyond even what she's shown up to this point.


Image Gallery

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POV Fiction - Catching the Bus

Helena strolled through the Yellow Brick Row, her mind abuzz with thoughts. Her body literally sparked with energy if she wasn’t careful, and despite her best efforts, a few passers-by experienced the skin-tingling reaction to static electricity as they interacted with door handles and cell phones. She felt like she could levitate right off the ground.

In fact, she was having trouble keeping that from happening as she perused the window displays set out to entice new visitors to the stores lining the Row. A few centimeters of clearance was the most she’d risen before she caught herself and she found herself wanting something to call her to action.

Sadly, life kept on as normal. Which, truth be told, wasn’t all that bad, especially lately. Her grades hadn’t suffered over the semester. The weather was fair enough. The move to Emerald City had afforded her the space to finally start doing just a little more with her abilities, things her parents would have been in strict disapproval of, if they had been informed. Still, it wasn’t like she was being careless or putting anyone in danger with it.  

Helena sighed, brushing a strand of hair out her face, a small frown creasing her forehead. She knew it was wrong, but the smallest portion of her wanted something, anything, to happen. That wasn’t how a hero was supposed to think, hoping someone needed saving. No, that wasn’t the duty of the hero. A hero was a savior, a protector of the peace and tranquility that comprised the majority of most people’s lives. As boring as that was.

The scream that shattered the halcyon murmur of the Row, throwing her mental wanderings into disarray nearly made her miss the very thing she had been looking for. As soon as her wits began to avail themselves to her once again, the scene was readily available to access.

An intersection packed with pedestrians, all frozen in place watching the out-of-control bus careening down the hill towards them. Only seconds remaining before disaster and tragedy struck. The situation could hardly be more clear cut, practically laid out in tableaux.

To those perceptive enough, the second scream was accompanied by an almost imperceptible cracking sound. Other evidence to the origin of the sound was the perfect chevroned imprint of a size 9 Chuck Taylor All-Star left in the concrete of the sidewalk. Helena fought the grin back as she stepped, skipped, and lifted into the air, rising over the heads of the onlookers in her path.

Catching back up to the runaway bus was easy work. The trail of chaos left in its wake was more than sufficient to follow and she was much faster than most civilian operated vehicles. People moved, scattering ahead of the rogue transport, clearing a path for the bus, and luckily Helena as well, as she darted forward. Flashing forward, past the windows separating pale faces from hers, she slid around in front of the vehicle and gingerly placed her hands against the grill. 

She touched down gently, exerting more and more pressure against the bus as she attempted to slow the out of control transport without flipping it over her head or sending it skittering even more out of control. The grill warped around her hands as she fought with the powerful motor, setting her shoulder into the bus as she pushed back with more force. Slowly, and then with more and more definitiveness, the bus slowed, motor and tires screaming.

With a bang, the engine failed, dark smoke billowing out of the paneling housing it. The affair had overheated the engine under the strain of the uncontrolled acceleration. The sound of grinding metal mixed with the smell of burning rubber and leaking oil. The front two tires had burst from the excessive friction the trip down had generated. Helena slowly let go of the grip she had enacted against the metal of grillwork, warped and twisted from the pressure she had exerted.

She blew a strand of hair out her face again as she stepped back and watched the passengers of the bus disembark, guided by the shaken but unharmed driver. A mother and her young daughter come down the steps of the bus and move out onto the street. The mother’s expression is one of terror and confusion, combined with disbelieving relief at the unexpected rescue. The daughter’s is one of wonderment and disbelief, mouth agape as she stares at Helena, eyes goggling. The grin returned to her face as she winked at the small girl and, holding a finger to her lips, lifted into air again and flew up into the sunlight as the sound of sirens grew louder.

 

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