Jessy Fireoak

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POWERS
Cost Power END
Earth Powers
51 Multipower: Multipower, 90-point reserve, all slots Activation Roll 14- (-1/2), Only When In Contact With The Ground (-1/4)
5u 1) Rock Blast: Energy Blast 16d6
Notes: Rocks erupt from beneath Jessy and are hurled at her target at great velocity. 8
4u 2) Earth Lance: Killing Attack – Ranged 3d6, Indirect (Any origin, any direction; +3/4)
Notes: The same effect as Earth Pillars, only pointy. 8
4u 3) Earth Pillar: Energy Blast 9d6, Indirect: Any Location & Aimed/Fired In Any Direction (+3/4)
Notes: This creates pillars of solid stone that shoot out of the earth from any location and from any direction. 8
3u 4) Earthquake: Energy Blast 8d6, Personal Immunity (+1/4), Explosion (+3/4); No Range (-1/2), Along The Ground Only (-1/2)Notes: This creates a small, localized earthquake that damages the surrounding area and anyone within its range. 8
5u 5) Shape Earth/Stone: Minor Transform 4d6 (Transform the shape of anything made of rock, sand, or earth into any other shape), Improved Target Group (+1)Notes: This allows Jessy to alter the shape and consistency of rock, sand, or earth for form anything shape she can imagine.(Her Sculptures) 8
3u 6) Stoney Prison: Entangle 7d6, 7 DEF (Stops A Given Sense Group Sight Group); Only Affects Targets on the Ground (-1/2)Notes: This encases the target in a block of stone. 8
5u 7) Earth Wall: Force Wall (14 PD/12 ED; 2″ long and 1″ tall) (Opaque Normal Hearing, Opaque Sight Group)
Notes: This forms a dome of stone. 8
3u 8) Earthmoving: Telekinesis (46 STR), Affects Porous; Only vs. Rock/Sand/Earth (-1/2)
Notes: With this power Jessy can move up to about 13 tons of rock, including loose sand and earth. 8
40 Earth Control: Elemental Control, 100-point powers, all slots Only When In Contact With The Ground (-1/4)
19 1) Merge with the Earth: Desolidification , Reduced Endurance (0 END; +1/2); Does Not Protect Against Damage (-1), Only Through Earth and Stone (-1) plus Running +20″ (6″/26″ total); Linked (Earthmelding; can only be used when character Desolidified; -3/4)Notes: Earth and stone includes such ‘natural’ materials as concrete and asphalt. She cannot, however pass through such things as water lines, underground cables and rebar. 4
53 2) Swallowed by the Earth: Entangle 5d6, 5 DEF, Entangle Only Takes Damage from STR-based Attacks (+1/4) plus Killing Attack (RKA) 1d6, Reduced Endurance (0 END; +1/2), Continuous (+1), No Normal Defense (LS: Extended or Self-Contained Breathing; +1), Does BODY (+1); Linked (Quicksand; Lesser Power can only be used when character uses greater Power at full value; -1/2)Notes: Once the target is Entangled, there is no air to breathe but any BODY done to the Entangle lets air in. 6
24 Stone Skin: Armor (10 PD/10 ED); Only When In Contact With The Ground (-1/4) 0
13 Ground Penetrating RADAR: Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees); Only Works Through Stone, Sand, or Earth (-1), Only When In Contact With The Ground (-1/4) 0
7 Oxygen Absorbtion: Life Support (Self-Contained Breathing); Linked: Merge with the Earth (???; -1/2) 0
Inherent Powers
22 The Joining: Mind Link , Any Member Of Her Family, Any Dimension/Any Distance, Number of Minds (x16), Psychic Bond; Only With Others Who Have Mind Link (-1) 0
10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory 0
10 Elvish Eyes: Sight Group Flash Defense (10 points) 0
5 Elvish Lifespan: Life Support (Longevity Immortal) 0
296 Total Powers Cost
SKILLS
Cost Name
0 AK: The Valley of the Wild Hunt 11-
0 Acting 8-
0 Climbing 8-
1 Combat Driving 8-
0 Computer Programming 8-
0 Concealment 8-
3 Conversation 13-
0 Deduction 8-
0 Language: English (idiomatic)
0 Language: Sindarin (idiomatic)
0 Language: Quenya (idiomatic)
0 Paramedics 8-
0 Persuasion 8-
0 PS: Sculptress 11-
1 Riding 8-
0 Shadowing 8-
0 Stealth 8-
1 Survival (Temperate/Subtropical Forests) 8-
0 TF: Two-Wheeled Motorized Ground Vehicles
3 Weapon Familiarity: Common Melee Weapons, Bows
9 Total Skills Cost
PERKS
Cost Name
17 Contact: Ghost Archer: Father (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) 18-
17 Total Perks Cost
TALENTS
Cost Name
3 Lightsleep
3 Total Talents Cost
DISADVANTAGES
Cost Disadvantage
10 Distinctive Features: Elf (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: Genocide 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Conflicted about her powers (Very Common, Strong)
15 Psychological Limitation: Low Self-esteem (Very Common, Moderate)
10 Psychological Limitation: Hopelessly in love with Nat Ryan (Uncommon, Strong)
5 Rivalry: Professional (Siblings; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Rivalry: Romantic (Wren Collins; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Subject to orders (Frequently, Major)
15 Social Limitation: Secret ID (Frequently, Major)
25 Watched: Spock 14- (Mo Pow, NCI, Very easy to find)
150 Total Disadvantages Cost
APPEARANCE
Hair Color: blonde
Eye Color: Green
Height: 5′ 6″
Weight: 132 lbs
Description:
. She shares all the best of female attributes of her mother, the beautiful elven features, the grace, the innocent sexiness … all the things that the majority of women would kill for, or die for.
BACKGROUND
How Jessy joined the Wild Hunt
Through the video screen he could see a yellow cab out there, a driver being agitated and a child in the back seat of the car. Archer flipped the talk switch “yes?”
The speaker crackled, “Yeah I have Ms. Jessy for you.”
Archer flipped the gate switch to open. The taxi pulled in as the gates shut behind. Archer took long strides toward the front door, becoming visible and solid shifting to the form of the dead man. The taxi pulled to the front door. The driver opening the door for the little girl, taking her hand and walked up the stairs.
Archer opened the front door. The little girl looked at him strange and spoke, “Daddy are you sick?”
Archer couched slightly. “Yes I am.”
The driver stated, “That will be $35.”
Archer pulled out his wallet paying the driver.
“Thanks,” the man holding a hundred dollars, headed back to his cab and left, the gate opening & closing as Archer watched.
Archer held out a hand to the little girl, Jessy took his hand instantly. They enter the doors and he closed it behind them.
“Daddy?” the girl looked around the foyer, “Where are we going now?” She waited for the code word.
Archer sighed heavily. He squatted down in front of the girl, “Jessy…”
“Your voice is horse daddy,” she nodded, “I need to get you medicine.”
“I am not your daddy.” Archer sighed, “Jessy…I am Ghost Archer.”
“Sure you are,” she giggled.
Archer sifted to be himself.
Jessy eyes grow big as she whinnied, “Where’s my Daddy?” Her blue eyes, filling with tears.
“I’m sorry to fool you like that. That’s why I am here. I needed to see him. I haven’t found him yet. How old are you, honey?”
“But we where suppose to meet here, “she cried. She needed to follow daddy’s emergency plan. Sniffling she answered, “ I am going to be seven.”
“Where is your mother?”
“I don’t have a mommy.”
“My daughter’s a baby, only a few months old…my son too…they are twins…How about your grandmother of grandfather?
“There is only me and my Daddy.”
Archer sighed. “You don’t live here, do you?”
“We live all over.”
Archer nodded, “Where else do you live?”
“Daddy’s job makes us go all over the place.”
“What’s your daddy do, honey? Do you know?”
“He is a salesman. Maybe, I should wait at the airport.”
POWERS/TACTICS
Jessy can control the very earth itself. From a blast of rock that erupts from the ground, to a wall of stone, to a sculpture of amazing detail, just about anything Jessy can imagine, she can do with stone. She can even alter her molecular structure to protect herself with a layer of stone, or meld into the earth itself. She has also inherited some of the elvish traits of her parents, including Immortality and immunity to diseases.
PERSONALITY/MOTIVATION
Jessy is a complex panorama of emotions. One minute hiding beneath baggy sweats, the next traipsing around in not enough cloth to make a respectable handkerchief. She can go from bubbly and fun to morose and gloomy in an amazingly short span of time. She is a well of strong and sometimes conflicting emotions. Granted her life before Raven and Archer would be classified by the courts as abusive, but for more than half of her life now she has been in a stable, loving home with parents that love her very much.
One supposition put forth by Spock is that she feels lost in such a large family, having spent her earliy years as an only child. True, she did have a sister, but after the death of that sister and their mother, she was for the most part the center of her father’s attention. It is not really understood if she looks back on her life before the Valley as a good life. Like everything else, even she is probably conflicted about it.