Vivien isn't actually here. I'm thinking Max misunderstood a conversation between Merlin and Gracie. I'm going to have Merlin respond.
The man looks suddenly somewhat older. Clearly his age and his emotional state must be connected.
"What Una thinks she wants is to be a god, so that no one can hurt her. But what she really needs is to be safe. She wants to feel like she is in control. Go deeper, youngster. You can't trick her with what she wants, because it is an illusion. There will always be something bigger than her, even if she attains the power that is within her grasp. Give her what she needs...Make this retreat of yours a place where she is safe."
"My main open question is our end goal for Una. Need to disconnect her from the dimensions where she draws power and trap her somewhere. I like that fantasy dimension she made for the heroes, but if I could detect the dissonance so might she. Need to be more subtle than that. Vivian, do you think you could you use your connection with her to make her transition into the fantasy dimension believable? Maybe do it when we shatter the titan making her believe that we failed, and her titan plan won the dimensions."
Serena's brows furrow in her typical look of concentration, "I think we could get her there, but she is smart. I mean, you all figured it out. It needs to be more complex, more than a spell can do. I think someone would have to stay there to keep it responsive enough to fool her."
Vivien isn't actually here. I'm thinking Max misunderstood a conversation between Merlin and Gracie. I'm going to have Merlin respond.
The man looks suddenly somewhat older. Clearly his age and his emotional state must be connected.
"What Una thinks she wants is to be a god, so that no one can hurt her. But what she really needs is to be safe. She wants to feel like she is in control. Go deeper, youngster. You can't trick her with what she wants, because it is an illusion. There will always be something bigger than her, even if she attains the power that is within her grasp. Give her what she needs...Make this retreat of yours a place where she is safe."
"I wish I knew that when we saw her seven years ago. It doesn't excuse the things she's done, but that's... that's something you can connect to someone with... In a world like this, it's easy to want to live inside an impenetrable suit of armor..." She shakes her head.
"Anyway, I've never used the blade to sever souls before... but I'll try to find a way. Once we sever the three... maybe we don't have to trick her. She's already built a paradise for heroes... maybe we can convince her as she has used her own power to create a perfectly safe world, all she needs to do is go there. I'd like to think we could convince her to even just back down but I reckon it's too late for that. Too many have already died."
Serena's brows furrow in her typical look of concentration, "I think we could get her there, but she is smart. I mean, you all figured it out. It needs to be more complex, more than a spell can do. I think someone would have to stay there to keep it responsive enough to fool her."
Max looks at the Hypnotist and Gylfir, the only dead and immortal among their crew. "Any volunteers to torment Una for eternity?" he asks with a grim look knowing full well how much he was asking. "Perhaps, we can create a jailer relay, so the burden does not have to be borne by one alone."
Serena's brows furrow in her typical look of concentration, "I think we could get her there, but she is smart. I mean, you all figured it out. It needs to be more complex, more than a spell can do. I think someone would have to stay there to keep it responsive enough to fool her."
Max looks at the Hypnotist and Gylfir, the only dead and immortal among their crew. "Any volunteers to torment Una for eternity?" he asks with a grim look knowing full well how much he was asking. "Perhaps, we can create a jailer relay, so the burden does not have to be borne by one alone."
The Hypnotist brings his thumb and index finger to tug at his beard. "A timeshare of sorts could be possible. The dimension you describe sound not entirely unlike Dream.
We are going to treat the assault on the Titan as the beginning of a new session. So everyone resets to 1 Hero Point. Then each of you should get 2 more Hero Points for currently active complications, so you head into this with 3 Hero Points each.
Max looks at the Hypnotist and Gylfir, the only dead and immortal among their crew. "Any volunteers to torment Una for eternity?" he asks with a grim look knowing full well how much he was asking. "Perhaps, we can create a jailer relay, so the burden does not have to be borne by one alone."
Gylfir gives a wolfish grin.
"Not to sound too eager, but I have a place of my own I could stow her. And once separated from her own nascent godhead, and ensconced within my domain, it won't matter whether she realizes what has happened or not."
He frowns a bit in thought.
"I had never put much thought into what to do with 'damned' souls. I had always conceived New Valhalla as a place of just reward and rest for the weary. But perhaps there is time to rethink that approach."
”Good. Thank you,” Max nods and replies to Gylfir and the Hypnotist. He turns to everyone and locks eyes with each in succession.
”Alright team. Final review, so everyone knows their roles.”
“Team jailers, Gylfir and Hypnotist. Distract the titan by focusing on their conflicts of interest and motivations.”
“Team cleaver, Gracie, Sandstone, and Eoten. Wedge Calesvol in good and hit it with the power of the gods. Again, your goal is not to damage but to separate them.”
“Team gatekeepers, Serena and me. We first portal you into position. Then, we and the jailers portal Una into her eternal jail.”
“Everyone else, help keep everyone in position and out of harm’s way. Good? We can do this. We’re ready. Oh, and after Una is in jail, the first ones to subdue Dracula and Malador wins a prize.” He smiles at the levity and looks for confidence and commitment among the team.
It isn't hard to see the doubt on Alex's face. "That part of me...I'm not sure what will happen if I open myself up to that power. You may end up having to pull me back or put me down. Don't let me become a monster..."
Max moves his hand and the air sparkles before the sparkles snap into an image of a wasteland. Team Cleaver leaps through, and it takes a moment to realize that you are in Liberty Park in Freedom City, not far from the iconic Sentinel statue.
The Tripartite Titan, which thinks of itself as Triune, looks out over the devastation. Somehow the statue is unbroken. Triune must enjoy seeing it.
Outside the park, the crumbling city burns...
At the same time, Lady Seven opens a Crooked Path of Kar'Kradas, allowing Gylfir and The Hypnotist to step out onto the shoulders of the Sentinel statue, close to the Titan's eye level.
After putting the UNISON team out at the edge of the park, Max and Serena open a portal above the fray. Serena cloaks them in Shroud of Sirrion, hiding them from all senses...
Map is updated, though obviously you can range outside of the park. We will treat the bond between the three as an opponent to fight all its own. There are power ups based on narrative depending on how things play out.
It isn't hard to see the doubt on Alex's face. "That part of me...I'm not sure what will happen if I open myself up to that power. You may end up having to pull me back or put me down. Don't let me become a monster..."
"We've got you, Alex. Remember Oz... And stay with me. You'll be backing up Calesvol's ability to counter the darkness with the light. Open yourself to the light as we go." She turns to Eoten. "That goes for you too, Eoten. And Professor, if you can hear me."
Grace nods with resolve to her team, and reaches out to squeeze Win's hand before they all step separately through the portal to face the final threat.
She speaks to Alex and Eoten:
"I'm only guessing at what to do here, but we need to power up the blade with the power of the gods that back you. What I want to do is focus in its ability to cut through dark magic, dark power. So put your hands on it and open yourselves to the well of strength into it, and I'll try to draw your strength into the blade."
She looks at them. "And then I need you to chuck me at the Titan as hard as you can."
Alex grimaces as she pulls an amulet from beneath her armor and pulls it, hard, breaking the chain. She lets the chain slither through her fingers as she intones, "Mighty Set, Lord of Storms, Slayer of Apep, No power May stand before you. I ask for your aid, I give myself to your service. I am your bow and spear."
There is a moment, and then her mouth opens in a scream. The scream pouring from her mouth turns into the howl of desert winds. Sand pours from her mouth in a seemingly endless cloud. Her skin peels away, leaving behind but sand, and then even that form dissolves into the sandstorm.
Eoten steps out onto the broken earth and sinks his spade-like hands into it. The earth seems to return the grasp, flowing up the giant's arms and over his body. His head turned downward, he rumbles, "Fee, Fie, Foe, Fane, bend these bones and break these chains."
Eoten's body ripples and tears itself apart, bones tearing through muscle, the whole mass swelling with a massive influx of energy. The giant grows and grows, reaching a height of nearly 60 feet. Two clawed arms burst from his torso, impenetrable scales pour over his skin. His mouth grows wider, and his boulder-like teeth grow thinner and sharper. The giant catches Gracie up in one of his massive hands, giving her a firm platform to stand on. Another hand he draws across Calesvol; black blood flows down the blade. The sandstorm swirls around Gracie, sand sparking against the blade of light.
And then the Giant throws her. Gracie sails through the air, wind and sand surrounding her like a small tornado.
Just a note: burning that new-earned hero point to erase Grace's earlier fatigue from her extra effort. Meant to do that before we started.
Soliloquizing is hard when you're being tossed at a three-headed being the size of a skyscraper by a pair of giants, so Grace grips her blade and only manages to utter the names "Set... Devourer..."
And focuses on an image: a rosebush. Gorgeous, ancient, with huge white blooms--but also criss corssed with thick, gnarled branches and dead stems nearly impossible to clear away for the thorns. She envisions herself, holding not a mighty blade but a pair of garden loppers, cutting the mighty bush down to the ground, just a few small green stems remaining amid the cleared earth. She pictures winter coming, the spring again, and the rose growing to nearly the size it was, twice as many blooms, now with the dead and the gnarled cut away from it.
You know the truth of me, she sends the gods whose powers have sent her flying. [i]I am not a knight, but a gardener. I know rot and stasis must be cut away for life to return. And so I know your truth: that we need you. We need endings. Without them we can never have beginnings. You are not the dark betrayers people curse you to be. You don't have to be."[/b]
She manages to utter the last aloud. "You can join me. And be the Light that cleanses away the Darkness of Oblivion and the Illusion of Control."
And with that, as she nears the titan's face and thrusts her blade downward, through the center head and toward its heart.
Now that I've healed myself of my earlier extra effort, I'm going to use Extraordinary Effort to get two bonuses from it at once (leaving Grace exhausted once this turn is done): one is to give myself an extra standard action, so after her attack, she will activate her dispel magic/nullify effect (with the idea being that the "dispel" is the effect that is cutting through the bond) and she will boost the rank of her dispel by 1.
Attack:1d20 + 11 ⇒ (7) + 11 = 18
Nullify + Extra Effort:1d20 + 12 ⇒ (13) + 12 = 25
Spending a hero point on the attack roll 1d20 + 11 ⇒ (20) + 11 = 31
Well that was worth it! Not sure if I get to confirm crit on that, but just in case Confirm Crit:1d20 + 11 ⇒ (6) + 11 = 17
Nope, but that still hits 25 for a damage DC of 42
Ah, but in this game you don't have to roll to confirm. If the threat would normally hit, it is a critical. So that makes for a DC 47 save vs damage.
Toughness:1d20 + 20 ⇒ (1) + 20 = 21
Calesvol goes into the central face, Una's, like a bullet, and Gracie pushes off from the being's eye socket, turning the blade downward, rending the magically constructed flesh. Una's face is frozen in shock as it falls, the Dracula face contorts into a scowl, and the skull face of Malador somehow expresses delight and calls out an ancient Atlantean curse word.
The Titan falls, slamming into the Sentinel statue, scattering bronze pieces into the part, toppling trees. As Gracie rides the behemoth toward the ground, she finds its heart with Calesvol, severing the cords that bind the three beings together. The matter that composed the Titan's body falls away into great chunks of steel, stone, concrete, and massive gobs of ectoplasm, reverting to the substance from which it was created. The three pieces of the broken Mask of Malador clatter to the broken pavement.
And in the wreckage are the three villains, apparently stunned by the release of power.
Max watched Gracie hurtling toward the titan's in amazement. She was the most courageous person he knew proving it every time. He hoped his plan would work encouraging it with a private c'mon!.
A broad smile erupted on his face when it worked. The titan shattered taking the Sentinel statue with it. They would replace it with a statue of Gracie. He floats a bit into the sky to get line of sight to Una and the three pieces of Malador's mask.
Flight 1
The three pieces of Malador's mask, Una's catalyst to this apocalypse, needed to be secured. "Be bound by the Crimson Bands of Cyttorak," he launches red ribbons from glowing crimson sigils rotating around his wrists toward the pieces to bring them flying to him, and into his pockets.
Perception Damaging Move Object 11 (50 tons) (Affect Insubstantial 2, Precise)
Extra Effort to make another Action. 3 -1 HP = 2 HP "Alright, I'm opening the portal. Team jailers, calibrate my portal to a dimension beyond Una's power and put that Una-puck in the net!" The illuminated sigils rotating around wrists change shape, color, and direction. "By the craft of Anog the Keymaker, I open the doors to the..." He hangs the trigger word to repeat what the Hypnotist and/or Gylfir decide.
Movement, Dimension Travel 3 (any), Accurate, Portal, Change Direction & Velocity
Worth noting that even though the Titan has been broken up, the sky is still dotted with portals drawing energy from other dimensions. For the moment, that energy isn't being focused anywhere, leaving a real mess, and opportunities for people to do things with that power.
It's a holiday weekend here in the states. Gylfir is up.
Yeah, sorry; ended up with limited internet access this weekend.
"Let Una be the first to experience the torment of Helviti."
Drawing upon the ambient power in the air, Gylfir crafts the ideation of a new addition to New Valhalla, and sentences Una to these nascent depths. The realm is still half-formed and malleable, but the presence of a being as powerful as Una should solidify it...for better or worse.
"Behold your eternal prison, and despair!" he cries out to the realm-hopping sorceress.
Going to Power Stunt for a variant on his Overwhelming Presence ability to just target Una at range and compel her to be bound in his new Hel realm.
The idea here is for the "half-formed" realm combined with mental manipulation to form a realm of punishment customized to Una herself, BY herself. Essentially it will treat her exactly as she, deep down, believes she should be punished for her crimes, and will draw upon her deepest fears and insecurities to do so.
This could potentially backfire if she is truly unrepentant to the core, but the narrative seems to be she is an almost tragic figure, and so there is likely SOME humanity left within her.
Deadman comes in with a DC 26 Overwhelming Presence. I'll make it 31 for the Team attack even though that isn't quite right in the rules.
Una Will:1d20 + 20 ⇒ (14) + 20 = 34
The Hypnotist says, "The Howling Dream..." at the same time as Gylfir says "Helviti," not being well attuned to the team having spent the last several years in a limbo-like state.
Malador's mummified body stays on the ground. It seems to fray at the edges, like a sand castle in a strong wind. Without the mask, it has a hard time remaining coherent. One skeletal hand reaches toward Eldritch.
Sorcerer's Hand:1d20 + 12 ⇒ (15) + 12 = 27
Hit's Max's Parry, so an opposed check. Since Max is already using Crimson Bands, I'll let him use that in opposition.
Sorcerer's Hand:1d20 + 12 ⇒ (13) + 12 = 25
The pieces of the mask leap from Max's pockets, held in the cerulean fist of Malador's magic and the Crimson ribbons of Eldritch's...
Gracie works to regain her breath at the foot of the fallen statue amidst the raging battle. But in her mind, she hears the echoing voice of Merlin, once (and future?) Master Mage of Earth Prime's dimension. "Good Knight. The powers of the Sword, Armor, and Scabbard are not mine to alter, for Nimue and I are not on speaking terms. But I can manipulate a different enchantment. Long ago, I crafted a spell that would imbue a defender of Albion with great power. That power was most recently in the hands of a strong woman whose name I won't reveal as it is not my secret to share. But as that hero has been drawn into Una's fantasy realm, the actual Albion, currently Britannia, is without a defender, and therefore the power is there for the taking. As a Briton, you are worthy. The only 'string attached' is that you serve as a protector of Albion. This will count as no additional burden as you consider yourself a protector of pretty much everyone."
Grace remembers Britannia (the person, not the place) well as the first hero who helped her and showed her kindness when she had just begun living her new life as the Good Knight. She pants, wildly out of breath, barely able to move. "As... as long as the power goes back to her if and when she returns... if you think it will work. But..." She shares with him her secret, what she learned of her nature when spending a year and a day in Avalon. "I am the Scabbard. I am the vessel that contains Calesvol. We're bound together fundamentally and it's what keeps me alive. If you can't alter it, you can't alter me. But I'd show a bit of faith in the Lady if I were you. I will." She's pretty sure if the magic of Calesvol is disturbed, she'll die. She's too tired to be frightened of that. Somehow, whatever happens next... she trusts it's what needs to be.
[dice=opposed check with the Crimson Bands]1d20+11
"Gylfir, put her in the pot!" Max calls out when Una remains within their dimension. He maintains his portal to New Valhalla.
Instinctively, the master mage pushes power into the Crimson Bands when Malador strikes. "Team cleaver! Target Malador and Dracula!"
Max maintains his portal and Bands. Does he get an Action while Concentrating?
Max can't actually do both of those things at the same time. They are both in the same array, so using one turns off the other (I'm pretty sure the array is not dynamic. However, since Seven is here and can create pretty much all of the same effects (though in most cases with different spell names) as Max, I'll say she is keeping the portal open.
Merlin response to Gracie: "My, my, that does complicate things. Killing you won't serve any purpose. But you are the only suitable and available bearer for the mantle of which I am aware."
Eoten is strong, but is moving with all of the speed of a skyscraper in his new form. Dracula dodges aside with a blur and the giant's hand grabs a handful of sod and concrete instead.
Things have gotten a little blurry with turn order, but currently Gracie has a turn and Gylfir has a turn before villains.
Merlin response to Gracie: "My, my, that does complicate things. Killing you won't serve any purpose. But you are the only suitable and available bearer for the mantle of which I am aware."
Sorry, missed this; seems like not all your posts loaded last time I looked as I swear the last one was about the villain stats. Weird. And while Grace was inviting Merlin try his love for Nimue despite their feud, but if you want to take the issue to a different route, that's fine with me. ^__^
Grace drags herself to her feet. "Well, if you won't have faith in your love, have faith in mine." She points at the UNISON team backing up the others on the ground. One tallish woman is looking toward the rubble to see if Gracie is pulling herself out of it. Grace waves at her. "Winifred Free. Loyal daughter of Albion. Protector of the world with her brilliant mind. Ask her."
Max, looking back through the posts, I realized I robbed you. Your roll to oppose Malador's grasp on the mask was an opposed roll in reaction to his attempt to grab the mask. That isn't an action on your part. And Serena is maintaining the portal. So you should have a turn to either wrest the mask out of the shared grip you have on it or switch your array and do something else.
Malador Sorcerer's Hand vs Crimson Bands tug of war:1d20 + 12 ⇒ (18) + 12 = 30
The vibrant blue of Malador's magic hand snaps Eldritch's Crimson Bands, pulling the mask toward the dissolving corpse-wizard. The pieces snap onto his fraying skull, blue light stitching the broken pieces. His form solidifies.
His hands fly to his face, as though trying to ensure it won't slide off. Effectively Dazed this round.
So, I want to restate and maybe clarify what I see as the way this thing goes from a comics perspective. That always helps me contextualize comics campaigns.
Eldritch is a long running comic, going all the way back to the Golden Age. In 2013, there is a Big Event that results in the death or disappearance of the man himself, the Master Mage of Earth, Adrian Eldritch. The comic continues with out first adventure. Or maybe it is a #1 Relaunch. Eldritch becomes a team, not a man. (This is our PL 8)
In 2020, the team has been functioning at some level for 7 years. That is the second adventure. (This will be PL10)
In other business, some of us need to work on Complications, and others may want to create some background connections with each other. Probably best if not everyone has already worked together, but some duos or former team mates could be fun.
And in other other business, the campaign claims that it really digs deep into the history of the Freedomverse, so if there are any connections, enemies, friends, etc from that that interest you, let me know.
Also, if you want to introduce characters to the universe other than your own, that would be fine.
I'm not an expert on the deep lore of the Freedomverse, but I've read the books since the beginning of M&M, so I'm at least aware of most of it.
Like the idea that were a relaunch of the Eldritch title, makes sense as in a nice spin of the established book if we're Vol 2
With my character am open to either Eoten or Æthelweard having previous with any of the group. Prior to 2013 he was based out of UK, and only recently arrived having taken up a research curator's post at Hunter’s Museum of Natural History in Freedom City.
However Æthelweard is a renowned academic in the field of myth, legend and folklore so his expertise may have been sought by any one (or none lol) of the other characters previously (either in person or remotely)... Now he's in Freedom City he may be on-tap more (perhaps one of the others actually recommended the lanky researcher to the museum...
As for Eoten he's more of a force of nature and may well have also encountered any of you who have conducted adventures in UK... Definitely think that Dunwich Horror and he would have the classic meet/fight/team-up trope.
I'll dig into the the Freedomverse lore, see who Eoten might have tussled with previously (or since arriving in Freedom City)
As a fun aside (and based on what folks noted in their pitches) we have the following comic 1st appearances so far:
The Hypnotist: The Freedom League, Issue #534
Sinclair: The Next-Gen, Issue #129
Eoten: Giant-sized Tales to Astound! Issue #9
Sinclair has been in Freedom City since 2009, but was previously in the UK, more isolated though. Unless Æthelweard had access to the Order of Light archives that his parents curated, depending on age.
By 2013, Sinclair is fairly well-known as a magic theorist with association with the Master Mage, Eldritch, and the heir apparent Seven.
He has attended the Claremont Academy for four years.
In other business, some of us need to work on Complications, and others may want to create some background connections with each other. Probably best if not everyone has already worked together, but some duos or former team mates could be fun.
And in other other business, the campaign claims that it really digs deep into the history of the Freedomverse, so if there are any connections, enemies, friends, etc from that that interest you, let me know.
Also, if you want to introduce characters to the universe other than your own, that would be fine.
I'm not an expert on the deep lore of the Freedomverse, but I've read the books since the beginning of M&M, so I'm at least aware of most of it.
1) Complications.
i) I don't see his booze addiction as something nearly as prominent as I've used with other characters, but more that he has lived nearly all his life in the orbit of the no-seriously Bacchanalian lifestyle, and having a drink is now as much a part of him as anything else.
ii) So too, I don't see his wife playing an active part in the campaign (like, I haven't made an alias for her) and his relationship with her at this point is loyal/long-distance. They've been together for literally, millennium, and she's as much a part of him as wine--he doesn't even consider what life would be like without her.
2) Enter Dionysus
I've said that the whole of the Greek Pantheon can be considered his compatriots, so feel free to reap a rich harvest from that bountiful land. We can take whatever the popular lore is as a thing that really happened, and Briareus is sure to comment on it, and bring up things, with embellishments. =)
A major event might be for Cronus and the evil titans to get out of Tartarus. Or for his deadbeat, mutilated dad, Urunus, to show up from...wherever he is.
Oh totally! I can easily see these guys sitting down beside a warm fire with a glass of good port just talking mythology.
(Half of Briareus' stories would start out "Ah geez, nah, it weren't like that at all..." but half of those would be at best complete fabrication based on, at best, third hand knowledge. =)
Oh yeah! Complications. I forgot about them. I'll work some in for Deadman later.
First appearance...probably some kind of horror book, but as those things are wont to do, shifts a lot over the years into his current form, like characters in the vein of Constantine and Swamp Thing have been shifted from straight horror/occult to more horror/occult themed superheroics.
"Dark Tales to Terrify and Delight! #36", perhaps?
Also, fun little trick for everyone: if you post in a thread and then delete your first post, it keeps the dot. So you can dot in without reserving the first few posts with dot posts.
I'm tearing my hair out about this. (Assuming I have any.)
I -thought- I read about an Extra where...okay, the Weakness power, after you use it, they get back 1 point a round.
To me that seems -really- annoying. It couldn't be after a minute? But as soon as you use it it starts to go away?
Anyway, I thought I read about a 1 [flat point?] Extra where it could make it not do that. I thought it was called Persistent, but I guess that's something else?
All I wanna do is Weaken somebody, and then not worry about them immediately getting back. They can get it back, just not right-frickin-away. Is there no where for a horrible monster to dream anymore?!?
My partner is currently working on our PCs so I’m going about this on my phone for now.
My character’s set up for this game is a little different. I’m going to be playing a father for the first part, and then his son for the second.
Mac Searle, The Hypnotist was on a short-lived team with Dunwich Horror named The Night Watch. I left the incident that lead to the team’s demise open-ended but Hypno was partially at fault. The Night Watch would’ve been active in the late 80’s- early 90’s somewhere stateside. If anyone wants to have been a part of the team, that will be fine, but I figure he probably isn’t on friendly terms with anyone other than Dunwich (or perhaps no one is on friendly terms with him).
The Hypnotist’s complications:
1, He is a family man with a civilian identity.
2, hrs apprehensive when it comes to working as a team, due to past trauma. He tends to work best alone, to his detriment.
3, He’s doomed.
I'm tearing my hair out about this. (Assuming I have any.)
I -thought- I read about an Extra where...okay, the Weakness power, after you use it, they get back 1 point a round.
To me that seems -really- annoying. It couldn't be after a minute? But as soon as you use it it starts to go away?
Anyway, I thought I read about a 1 [flat point?] Extra where it could make it not do that. I thought it was called Persistent, but I guess that's something else?
All I wanna do is Weaken somebody, and then not worry about them immediately getting back. They can get it back, just not right-frickin-away. Is there no where for a horrible monster to dream anymore?!?
The only thing I can see that would help is progressive. That way they only begin to restore those points weakened after they successfully save. Pretty expensive, though.
Motivation: Redemption. Gylfir committed many sins in life and is cursed to wander the earth for eternity. He believes achieving true redemption will set him free from this world to pass on to the next.
Weakness: Curse removal. Should Deadman's curse ever be lifted, he would die instantly and permanently.
Weakness: Holy magic. Magic sourced from non-evil deities or similar divine sources bypass his immunity to magic and all other resistances. Likewise, magical healing is treated as a Damage effect of the same rank.
Weakness: Holy Ground: Deadman physically cannot enter any consecrated structure or holy site belonging to good aligned deities.
Power Loss: As a being animated by magic, Deadman becomes a normal corpse in any area devoid of magic, though revives if removed from the area.
Enemy: Undead Hunters: Many organized religions put together a corps of exorcists and undead slayers. Though they've fallen out of favor over the years, Deadman is still considered an abomination in their eyes and would be attacked on sight unless something prevented them.
* Motivation: Recognition The Young Mage wants to be recognized as a competent and effective practitioner of magic.
* Power Loss: Magic Powers require hand movements and verbal command words
Seven years after the death of Adrian Eldritch and disappearance of Seven, Max becomes one of the most knowledgeable heroes about magic on Earth-Prime. His highly theoretical use of magic would be tested many times over the years in life or death situations. He would lose battles and friends and becomes battle-hardened. His Motivation at this time becomes, responsibility: with great knowledge comes great responsibility.
ORIGIN:
Maxwell Athersmith Sinclair was born the only child of David and Mary Sinclair in 1991. The couple worked as caretakers to one of the properties of Master Mage, Adrian Eldritch. In fact, their families had been members of the Order of Light for generations. Their property was an ancient priory that housed a portion of the archives of the Master Mages. Where in the United Kingdom or Ireland is this priory?
Max grew up surrounded by magic referring to the Master Mage as Uncle Adrian. The lullaby his parents sang to him as a baby was an enchantment that let him understand any languages, so he began to understand, learn, and read at an early age. His only innate power is a highly developed sense of magic. However, he has taken to spell-casting, like a duck to water.
When he was eight years old, tragedy struck. An enemy of the Master Mage discovered the library. His parents sacrificed their lives to secure Max in a safe room. Although the Master Mage eventually arrived and prevailed, Max became an orphan that day. Who was the villain? An older, childless couple of distant relatives, the Morels, arrived to take care of the priory and Max. They were nice, but they were not his parents. He escaped into the arcane library reading everything. The only certainty that the Morels found to pry him away from the ancient tomes was a visit from Uncle Adrian.
That was until 2008, when Uncle Adrian arrived with a new apprentice, Serena Vervain. She became the sun in Max’s solar system. She was beautiful and knew more about magic than Max did. When she would visit the library on her own, Max would fail to not follow her around like a puppy dog and try not to trip over himself. When he heard that she went to the Claremont Academy in Freedom City, that is where he wanted to go, too. So, Uncle Adrian enrolled him starting in the autumn of 2009.
In 2013, Max is finishing his last year at Claremont Academy working on his honors thesis on an esoteric magical theory about the transmutation of material being translocation of material across parallel dimensions. He is known as the most knowledgeable mage in the academy, a constant resident of the library, and a capable combatant in the academy simulators. While not anti-social, he does not have many close friends. And those close friends share his interest and occupation of the library. Beyond the academy, Max is well-known in the magic community as friendly with the Master Mage and Seven and a serious scholar of magic in his own right. Many magical beings have heard of him and are more likely to take them seriously as a friend or foe. His Motivation at this time would be, recognition: the Young Mage wants to be recognized as a competent and effective practitioner of magic.
Seven years after the death of Adrian Eldritch and disappearance of Seven, Max becomes one of the most knowledgeable heroes about magic on Earth-Prime. His highly theoretical use of magic would be tested many times over the years in life or death situations. He would lose battles and friends and becomes battle-hardened. His Motivation at this time becomes, responsibility: with great knowledge comes great responsibility.
PERSONALITY:
Max is an introvert. In 2013, he is quiet allowing others to speak and take more space than himself. When he disagrees with someone, he only mentions the disagreement if it affects himself or would lead to someone being hurt. So, he is silently thinking about the latest several of tomes that he has read.
He thanks J.K. Rowling for the Harry Potter fanatics who see him as a real-life Harry Potter and want to exercise their fantasies with him. So, he does not want for social attention.
In 2020, Max has become a veteran soldier with some cynicism and post-traumatic stress disorder having lost friends and witnessed tragic collateral damage. Due to the crisis without a Master Mage on Earth-Prime, he is now well-practiced being in the spotlight to give his opinion, because unfortunately, most topics these days that he discusses could lead to someone being hurt.
GOALS:
1. Prove to Serena Vervain that he is worthy of her love
2. Find a way to resurrect or communicate with Adrian Eldritch
3. Research and attain immortality and immunity to disease
4. Eventually be good enough to become the Master Mage of Earth-Prime
I'm still mulling over some of Eoten's powers in his build - specifically the "Stomp" Affliction...
Am trying to mystify him up more - have some ideas tying him to other "monstrous creatures" from Old English folklore like Hags , but open to suggestions.
@Eoten: Has Eoten always been a better than average giant, or is that from the influence of the connection to Aethelweard? Did some Master Mage create a spell to reach across time to soften Eoten for some reason?
@Dunwich Horror: Found this version of shooting two guns built as an array, thought it might be useful. Not exactly what you wanted, but might give you some ideas.
Phantom Six-guns: Array (18 points) • 19 points
Dual Wield: Ranged Damage 14, Split, Limited: Must be split evenly (7/7), Affects Insubstantial 2 (Full Ranks), Feature: Guns return to hands if disarmed • 18 points
Deadly Shot: Ranged Damage 10, Accurate 2, Affects Insubstantial 2 (Full Ranks), Feature: Guns return to hands if disarmed • 1 point
@Deadman: What exactly would break the curse? Does he know anything about the person who cursed him? Should I create that as a secret?
@Silver Tiger: There isn't much info about Shangri-La/Shambala. The longest entry I've found is in the 2E Book of Magic. Everything looks good here. Let me know if there are any martial arts characters you particularly want to face off against, or if there is an expy we should create.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
@GMST: Mmm. plenty to mull :)
When creating the character I envisioned a Shazam type scenario where Aethelweard is essentially the vessel for Eoten, but hadn't really considered if the giant was remarkable specimen of his long dead race... See Aethelweard as a (seemingly unwitting) academic of legend and folklore whose (unknowing but diluted giant or mythic bloodline) has guided him in his scholarly pursuits (and fated him to be bound to Eoten).
Like the idea of him being summoned across time by the Master Mage... Perhaps he was once a servant (or foe) of a Master Mage past - Merlin makes most sense... Tying his origin to Stonehenge (also known as Cor Gawr - "The Giants Dance") - perhaps it was there that Merlin bound Eoten there between time and space until he summoned/released by another Master Mage when fate required him?
Am taken with the idea of Eoten linking back to Ettin's and two headed giants. Not literally - but two souls sharing the same vessel - Aethelweard and Eoten (not sure if the giant should be his own "person" as such - Gogmagog or Cormoran would make most sense...
@Deadman: What exactly would break the curse? Does he know anything about the person who cursed him? Should I create that as a secret?
Sufficiently powerful curse breaking power. Something like a PL 20 (or lower, at your discretion) use of Nullify (Curses). Potentially direct forgiveness by a descendant of the witch (if any exist). SOme kind of truly selfless act, maybe; it could be argued that Gylfir has never been truly redeemed as he has been doing good for the purpose of being redeemed and released from the eternal torment of his existence; sort of the Catch-22 of "incentivized heroics".
The person who cursed him was a witch, though he knows little more than that; it was her death curse after a successful raid on an English town that took her and the other women prisoner.
The rest of his raiding party was killed, but as the leader he was singled out for a more significant punishment.
"Y'know, Hades, he's not such a bad guy. I mean, he's kinda sheepish. A big nerd, keeps to himself, y'know?
Now, between you and me, we all know Zeus cheated, amirite? I mean, dat guy, he organizes the whole thing, the whole 'machy, and then, for SOME REASON, he's all, 'ay me bros, let's draw lots, an' they're totally random I swear.'
Sheeyeah right. I'd take a little dime-store slight-a-hand and badda-bing badda-boom, he gets the sky, his tight bro gets the water, an' the friggin nerd gets t' wait around until someone dies.
Can't say I wouldn't do the same thing myself, but, ah, let's call a spade a spade, yeah?"
Thanks, GM. I took a look at that and, yeah, it helped me with my build.
Mind you, I'm still looking for a bit else.
Could we hammer out something like what I described? 1 flat point. Extra on Weakness: Delayed recovery. (We could give it a real scary name like: Cunctation.)(That IS a word, Spellchecker. Don't you start with me!)
Cunctation: Automatic recovery is delayed for 1 minute.
Otherwise I'm seeing Weakness as some kind of game of Tapper. Where I get them down, then do something else, then have to go back and do more Weakness, then do something else, then come back....
The Freedom League #599. The Hypnotist and Dunwich Horror at the mercy of THE SEA MONSTER!!!:
[the bar is dark, but has a moderate crowd. Tables are full of late-night partiers. Beer bottles occupy the high ground in strength, and half-naked women drape themselves across men either dangerous or gullible. Sometimes both.
The bar is sparsely sat, as a wide berth is given the two strange men. One is powerfully built, and speaks of age and hard knocks. The other radiates wisdom and magic.]
"So I sez to da guy, 'that's not a fireman, that's my wife!'" Dunwich spouts, laughing uproariously at his joke.
Hiw drinking mate seems amused, but also confused. "Briareus...you are...married? I did not know this."
"Ah, yeah. I never told yous? Yeah, I got a little woman, but she lives back in the old country. Daughter of Poseidon himself! But she don't like to travel too far from the water, and looking of the farm keeps her busy an' out-a trouble."
"But...the women that you..."
"Yeah, well, ya gotta understand. We're from a different time, yeah? Her attitude is a little...ah...'Greek'. Ya see--"
The many-armed speaker is suddenly interrupted by a loud sob from a man a few bar-stools down.
He gives the man a dirty look and returns to his story. "See, she's got her own--"
Again a loud sob punctuates the bar, and the two friends can no longer keep their intrinsic curiosity in check.
"Aye, buddy? Ya wanna keep it down, there? We're tryin' t'--"
"Aie, yah. Can you not see this man is hurting? O man! What is it that gives you such troubles in this fine place? What sorrows are not drowned by that pint of lager you now nurse?"
The sobbing one was indeed curled around a mostly-untouched pint glass of a thin yellow liquid. It took him a moment to recall himself from his sorrows.
"I-I-I-I-I'm sorry. I, d-d-d-d-didn't mean to--"
"Out with it, O man!" stated The Hypnotist, willing to listen but less than eager to have his good deed go punished. "We are all friends here. Just tell us plain, and maybe we can help."
"O-O-O-okay. Um," the man stammers, but he rubs his eyes and seems to muster himself for his story. "My little girl, Sophie, she needed an operation. But, serious-like. And expensive. My insurance wouldn't cover it. Said they just covered 'hospice'. You, ah, you know what that is?"
"Ah geez. Yeah, it's where old folks go t' die. You put a l'il girl in-a joint like dat?"
"N-n-n-n-o. I, ah, I got the money. And she got the c-c-c-care she nnnnneeded. But, um, the payback, was, ah,"
"Did you borrow this money from evil men?" The Hypnotist asked, already have a sense of where this was going, but not wanting to know.
"Y-y-y-yeah. Um, and we had a little trouble at work. I needed a couple extra days to come up with this month's payment. Just a bit. But he said--he said---he said---he said 'you don't got the money, so we get the girl.'"
The man erupts into a peels of crying. The two heroes look at each other.
"Aye yous," the titan asks, prodding the man with a middle hand. "You got a name for dis apótomi kínisi?"
"The-the-the-the---Ssssssea Monster. Sammy the Sea Monster," he answers, his head sinking into his arms.
The two heroes exchange another glance.
"We gots fo' hours 'till da game starts."
"Plenty of time, my friend."
The Dunwich Horror takes out his phone--it's a hand-held thing, far in advance of current technology, and a personal gift from Hephaestus himself.
"Aye," he says into the phone. "Yeah, how 'you doin'? Aye, you got a hangout for the crew of someone called Sammy the Seamonster? Yeah....yeah...yeah...down by the river? A'ight."
The two gentlemen spill out of their chairs and arrange their coats.
"Ay Tony, we'll be back, so don't let no one touch our stuff. And, ah, get rid of that dishwater that guy is drinking and get some 'Murphy down his gullet, a'ight? Yeah it's on my tab, what'a'you, stupid?"
****************************
The door to the shadowy house bursts open and the two heroes walk through.
A single bare light-bulb hangs from the ceiling, illuminating two rough-looking gentlemen sitting at a game of cards.
"Gah! Ay, Dunnie, what you scare us for? You wanna get dealt in?" one of the men says, startled.
"Nah, I want you t' tell me where your boss is. Ri' now."
"Ah, Idunno--"
His speech is suddenly cut off as two of Briareus' hands thrust forward, elongating themselves and each wrap around one struggling form. In a few moments he drags both still forms and dumps them in front of the magical hero.
"A'ight. Go," the titan says.
"Go...what?" The Hypnostist counters.
"You know, ah, do...do your stuff. Find out where Sammy is," he counters, pointing to the prone figures.
"Ah, I see my friend. No, you know I can only enter sleeping minds. I can do nothing when you have incapacitated them so fully."
"Ah geez, Alright alright! Don't make a federal case out of it, I know where to find more."
They steps over the senseless gangers and move on.
********************
The door of the warehouse by the river bursts in and the two heroes move forward.
"Do you always have to do that?"
"Do wha'?"
"Destroy the door? Perhaps if you were to knock, or, at least see if it was unlocked. Someone has to replace that door you know."
"WHAT ARE YOU TWO DOING?" comes a voice.
The two heroes are surrounded by four men with guns drawn. From the number of crates haphazardly thrown around they seem to have interrupted the movement of cargo.
"We want to know where Sam the SeaMonster is," The Hypnotist says, a bit too properly.
"Yeah, and we wanna see your corpse!" one of the gangsters shout before a hail of bullets erupt from their guns.
"Ah geez," the Horror says. A few rounds bounce of his formidable hide before he again launches out a four hands for four necks. In a moment all is quite.
"Dere. They're jus' sleeping now. Are you 'appy?"
"Ecstatic, my friend," is the answer as he begins to probe their sleeping and vulnerable minds.
*****************************
The door to the run-down condo bursts in.
"None-a yer noise," Briareus says to his companion as four arms shoot out, quickly strangling the bodyguards and leaving one rather well-dressed man standing.
"What, um, what do you guys wa--"
"You will be silent now. You are holding a girl called Sophia. You will give her to us. Now."
"I'd do what the man, sez, Sammie-baby. The Hypnotist, he's, ah, he's not as nice and even-tempered as I am, noo?"
******************************
"DADDY!!!!!!!!!!!!!!!!!!!!" Sophia hollered as she threw herself into her surprised and grateful father's arms.
"How did you--" he starts to ask before his question is waved away.
"You jus' git out-a here. An' be more careful where you borrow money from, noo?"
The two heroes watch the pair walk away as they restore themselves to their choice seats, just in time for kick-off.
"This was a good thing we have done, my friend."
"Yea. It jus' would-a been nice if we could'a got some cheddar-cheese out-a it, y'know?"
Macallah Searle, known to the world as The Hypnotist, thought on the night's events. He thought about how happy the man was as he cradled his child in his arms. He thought about starting a family himself.
But he would prefer a boy, he thought.
"Have a care, Briareus. Some things are worth more than money."
I think I read that the Hypnotist is into Voodoo, so probably knows Siren PL 11, of the Freedom League
The Hypnotist is Indigenous Australian, and practices aboriginal dream magicks. Funny enough, I did have a past friendship in mind with Siren though I haven't fully fleshed that out.
Thanks, GM. I took a look at that and, yeah, it helped me with my build.
Mind you, I'm still looking for a bit else.
Could we hammer out something like what I described? 1 flat point. Extra on Weakness: Delayed recovery. (We could give it a real scary name like: Cunctation.)(That IS a word, Spellchecker. Don't you start with me!)
Cunctation: Automatic recovery is delayed for 1 minute.
Otherwise I'm seeing Weakness as some kind of game of Tapper. Where I get them down, then do something else, then have to go back and do more Weakness, then do something else, then come back....
I think what you want is not Weaken but an Affliction Power. 3 degrees would get you to paralyzed, which would be like having 0 Strength.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
Ok - got inspired and returned to the roots of British myth and legend. Tying his origin to him being a spellbound servant of Morgan LeFey and being imprisoned by Merlin.
Drawing shameless inspiration from Etrigan's origin and dynamic which kinda fits into my original concept.
Defo ditching the Stomp Affliction for some other tricks up his oversized sleeves :)
@Silver Tiger - found something in the Freedom City timeline for you:
Circa 10,000 BCE
* The war between Lemuria and Atlantis culminates in the Great Cataclysm, sinking both islands beneath the ocean and ending the First Age of Humanity and the Last Age of Lemuria.
* Those Atlanteans away from the island at the time of its destruction scatter across the globe, founding several hidden enclaves of their society. These include the Ultima, who establish the hidden city of Ultima Thule in the Arctic Circle; the Utopians, who move a small island in the Bermuda Triangle into a hidden pocket dimension; and the mystics of Shambala Vale in the Himalayas, who intermarry with the local population and found the Shambala Temple, source of all martial arts and many mystical secrets.
Ok - got inspired and returned to the roots of British myth and legend. Tying his origin to him being a spellbound servant of Morgan LeFey and being imprisoned by Merlin.
Drawing shameless inspiration from Etrigan's origin and dynamic which kinda fits into my original concept.
Defo ditching the Stomp Affliction for some other tricks up his oversized sleeves :)
Wow. That Affliction is -exactly- what I'm going for. Imma still say it has the trappings of suffocation, but the mechanics are, yeppers, dead fragging on.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
GM SuperTumbler wrote:
Black Dow wrote:
Ok - got inspired and returned to the roots of British myth and legend. Tying his origin to him being a spellbound servant of Morgan LeFey and being imprisoned by Merlin.
Drawing shameless inspiration from Etrigan's origin and dynamic which kinda fits into my original concept.
Defo ditching the Stomp Affliction for some other tricks up his oversized sleeves :)
Love it. That inspires lots of ideas.
Got him nailed down. Actually shifted to fleshing out his alter-ego more.
Regards complications in the 7 year gap that we'll shift from PL8 to PL10 he'll gain two enemies: Professor Jackanapes & Ophidian Magus.
Both have mystic modus operandi, but also tie in with Æthelweard's background - so hopefully there's potential to incorporate into the campaign.
In the Hero High supplement, one of the heroes at the Claremont Academy is Elflight:
Elflight is actually Alea Arlissan, a half-elf from the mystical world of Avalon, a dimension which exists in close association with Earth-Prime, especially with the British Isles, and is home of the Tuatha (and Nuada Silverarm (see Atlas of Earth-Prime: Australia)). Throughout history the connection between the two worlds has waxed and waned over time. It is very difficult to travel between the two worlds, but not for the Queen of Faerie. One of her visits to Earth-Prime was to set a young man named Thomas Rhymer on the right track. When she found him, they enjoyed time together in Avalon, where time passes queerly. She revealed secrets to Rhymer that his mind is still unraveling, but he also left her with something: a child.
Upon the birth of their daughter, Alea, the Queen of Faerie had members of her court raise her as a “ward of the court.” Alea and her adoptive parents knew she was half-elven, but no one knew she was a princess of faerie with the queen’s blood in her veins. Regardless, she was raised in the court, treated as a noble child, and afforded the opportunities associated with such rank. She was trained in combat and magic, for both of which she exhibited considerable talent.
Because of her elven heritage, Alea ages slowly, combined with the way time passes in Avalon, she was only a young teenager when she next encountered a mage from Earth-Prime. Seven came to Avalon to wrest an artifact from the Fomori to help her defeat Una, Dark Lord of the Netherworld. While there, she needed the help of “one of two worlds” to recover the artifact. The Queen of Faerie volunteered Alea to help Seven with her task, explaining she was half human and should prove equal to the task. She also awarded Alea the legendary sword Whitestar to aid in the task. Their quest carried the two young women into the depths of a Fomori stronghold where they fought a deadly battle, but ultimately succeeded.
Before Seven could leave, Alea asked if she could go with her to Earth-Prime to learn more about her heritage. She wanted to experience it and see what mysteries it held. Seven agreed to take her on the condition that she would be a student at the Claremont Academy, where Seven spent so many of her formative years, but she also secretly made her vow to defend the Earth from mystical threats as best she could. Alea agreed.
@Æthelweard - writing up my first post made me think would be his plans after college (Claremont Academy). So, I was thinking he planned to stay in Freedom City by getting a position at the Hunter Museum of Natural History as a research assistant. The Museum is sponsored by local supers like Daedalus, so they would have hired him for his knowledge of magic.
Writing this, I just realized that Claremont Academy is a high school. He needs to be 4 years younger and 18 in 2013. So, born in 1995. He'll plan to take a gap year in Freedom City at the Museum.
A small, unassuming two-story concrete-block building in northern Hanover houses this martial arts school and dojo, where Master Lee, an older Chinese gentleman who immigrated to America in his youth, teaches various styles of kung fu to his students. Master Lee’s advanced students do most of the actual teaching, under the watchful guidance of their sifu.
Although the school is a legitimate and successful business, Master Lee also secretly uses it as a front to search for students worthy of the esoteric martial arts secrets he learned from his own teachers. After an unfortunate incident in which one of first students used his skills for evil, Master Lee now chooses his apprentices more carefully.
Seven is only 18 and a year out of Claremont Academy herself. If Max or Gracie wanted to be entangled with her as a friend or romantic interest, that would also be reasonable.
I think Seven is older. In Freedom City, she only gets her powers at 13 and enrolls at Claremont in 2001 in the first class, so she is probably 13 or 14 in 2001. In 2008, she becomes Eldritch apprentice. In 2013, she would be 25-26. Unless I'm reading these things wrong, because I just realized that Claremont is only a high school.
Max has a BIG crush on Seven. She is the reason that he went to Claremont.
As for Gracie, I don't know where she is in 2013. If she's at Claremont, they would definitely know one another, and either be close, bests or exs. Let me know you're preferences.
I don't think Grace is at Claremont. I think she is taking a gap year to travel.
As for Seven, the adventure says she is 19 when she joins the Freedom League after Eldritch disappears. I can't find anything in Freedom City or Hero High that contradicts that or that she is part of the first class at Claremont. But I'm willing to admit Im missing things.
FC = Freedom City 3rd edition Green Ronin Publishing 2017
"When Serena turned thirteen, she learned the truth. She came from a bloodline of witches that stretched back to the founding days of Freedom City... Her grandmother enrolled Serena at the Claremont Academy, where she could hone her gifts and benefit from both its protection and its education. There she took the codename “Seven,” a magical number with her the seventh fully realized witch of her bloodline." (FC 266)
"2001 * Duncan Summers completes the renovation of Claremont Academy and takes in its first new group of students, including Bowman (Fletcher Beaumont III), Megastar, Nereid, Seven, and Sonic." (FC 98)
"2008 * Seven begins an apprenticeship with Adrian Eldritch." (FC 100)
"2013 * Seven succeeds Eldritch as Earth’s Master Mage then faces a tremendous challenge from Una the Invincible, Queen of the Netherworld." (FC 102)
Grace indeed is not from Claremont or Freedom City, though I expect it (the city) to become her base of operations in the future. For adventure 0 she will be a tourist in the city.
Max, thanks for the info, but I'm not sure what to make of what you shared. I can't tell if you're telling me there is something wrong because the setting already has a magic sword wielder, or if you are suggesting an NPC connection. If the latter, not sure how despite similar myth origins to connect her; I am open to specific suggestions but have no ideas on my own. When I was asking about connections with characters, I was asking more about ties to other PCs.
Am going to have intermittent connectivity over the next 24 hours; hope to get you a final build by the end of that period.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
@DQ: Orphidan Magus' secret identity is Professor Chadley Smythe-Livingston. Ultimately his alter ego will clash with Æthelweard's, but as of Issue 0 they were just contemporaries.
Smythe-Livingston funded archaeological searches and projects for potential artifacts, so could be that Grace's mother also worked on similar projects (Smythe-Livingston was all about the power and glory than the mud-slogging).
Could also be that heard about the powerful relics that claimed you as their wielder? Setting him up as a potential foe down the line (we have 7 years to infill after Issue 0 :)
Thanks for the references, Sinclair. Clearly, something is fishy. Not all of the facts of Seven's background can be reconciled.
Per the adventure series description, she is 19 in 2013, graduated from Claremont and the Next-Gen and has joined the Freedom League.
At 13, (so 2007) she found out the truth of her lineage and enrolled in Claremont, then began her training with Eldritch not long after.
Bowman's entry says that he enrolled in the first class at Claremont, graduated around the time of the Grue Invasion (2004). He apparently dated Seven, but they split up when both joined the Freedom League.
But the history section says that she began her apprenticeship with Eldritch in 2008 and became Master Mage upon his death in 2013.
It doesn't matter immensely to our story, but I'll see if I can get any clarification.
Definitely important that she is 19, newly Master Mage, and part of the Freedom League.