Midnight Green (The Iron Triangle)

From RPGnet
Jump to: navigation, search
Midnight Green

Midnight Green

Background[edit]

In the Twilight Realms, the Pact ruled the Midnight Green under perpetual moons-lit stars through which twines the celestial flow of the Emeris. Across the waters of the Ultramarine the Cardinals maintain absolute order over the land of Alizarin, with their rigid inscribed design that channels the blood-hued force of the Clarian.

Thirty years ago as humans measure time, the Cardinals made war against the Pact, enslaving them under the might of machines stolen from the world of man.

The Queen barely escaped, carrying the emerald energies inside her. Settling under an assumed identity in Fort Cross, a mortal hero aided her rescue and over time, became her true love. Four years later, their daughter was born, a child of two worlds, gifted with magic and power.

The Queen invoked the Pact with the Emeris, which kept her child, named both Varadis and Veronica, from knowing anything of her heritage.

Upon her 25th birthday, the Age of Majority among the Pact, the power of the Emeris blossomed forth, scaring the ever loving crap out of Veronica during a quiet birthday dinner with her parents.

Once the panic and explanations were over, Varadis knew the whole story... and decided, although she would always treasure her secret heritage and honor her mother's sacrifice, ultimately, she was a normal... well, an average.. well. A superhuman, sure, but an American superhuman, damn it.

She doesn't know, after a year of training with her dad and his old teammates and finally going solo, that the Cardinals became very aware that the Emeris survived when her power blossomed. She doesn't know that one of their own has been imbued with the power of the Clarian. And she does not know that Cardinal Amaranth is coming for her.

Character Sheet[edit]

PL12, 180 PP (34 Abilities, 96 Powers, 7 Advantages, 16 Skills, 27 Defenses)

Abilities[edit]

(34 pp)

  • STR 0 (0)
  • STA 1 (2)
  • AGL 2 (4)
  • DEX 3 (6)
  • FGT 2 (4)
  • INT 2 (4)
  • AWE 4 (8)
  • PRE 3 (6)

Power[edit]

(96 pp)

  • Flight (28 pp):
    • Flight 13 (16,000 MPH),
    • Movement 1 (Environmental Adaptation: Zero G)
  • Emeris Protection (33 pp)
    • Impervious Protection 11;
    • Immunity 11 (Ageing, Life Support)
  • Emeris Manipulation Array (26 pp):
    • Force Blast (27 pp): Ranged Damage 13, Dynamic
    • Force Constructs (2 pp): Create 13, Dynamic
    • Lifting (2 pp): Move Object 13, Dynamic
  • Emeris Sight (4 pp): Senses 4 (Analytical Vision, Acute Magic Awareness)

Advantages[edit]

(6 pp) Assessment,

  • Benefit 1: Status (Fae Princess),
  • Contacts (The Green Man's old allies),
  • Diehard,
  • Fearless,
  • Interpose,
  • Ultimate Effort

Skills[edit]

(32 ranks, 16 pp)

  • Athletics +3 (3),
  • Expertise: Art +7 (5),
  • Expertise: Magic/Occult Lore +7 (5),
  • Insight +9 (5),
  • Investigation +5 (3),
  • Perception +9 (5),
  • Ranged Combat: Emeris Powers +9 (6)

Combat[edit]

Offense[edit]

  • Initiative +2,
  • Force Blast +9: Ranged, Damage 13
  • Unarmed +2: Close, Damage 0

Defense[edit]

(27 pp)

  • Dodge: 8 (6),
  • Fortitude: 8 (7),
  • Parry: 8 (6),
  • Toughness: 12,
  • Will: 12 (8)

Complications[edit]

  • Enemy: Clarian (Cardinal Amaranth of Alizarin)
  • Quirk: Argues with the Emeris.
  • Quirk: Haunted by dreams and visions of the Twilight Realms.
  • Relationships: Roommate/BFF Violetta Espinosa, Mother Queen Phthalocyne/Patricia (nee Noble) Harris, Father Colin ("Green Man" - retired hero) Harris.
  • Secret(s): The real IDs of a half dozen older heroes and the safety of their families.
  • Secret Identity: Veronica Harris, mildly successful freelance artist