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Wyldfire

Storytelled by Kummer Wolfe
Played by
Jarissa

I taught myself to read at 4 years of age because I was impatient. I decided the available books were not the story I wanted to read, and wrote a story, at 5.
It was pretty awful.
I mean, I was five, that's not going to be a coherent plot anyhow! But still. It was awful. I was astounded to realize that good stories don't just burst off the page because I apply a crayon. I went back to reading for a while, but sometimes I was looking at what made one book a good read while another was merely a way to pass the time.
Here we are, twoscore and change years later, and I think I am starting to really grasp how a plot is different from a narrative which is not the same thing as a roughly chronological sequence of scenes?
Building worlds certainly makes for a better story!
 
My native language is American English, with several regional contributions as I moved around a lot in my early years. I can communicate tolerably well in a couple of other languages, if the other converser is patient and of good cheer. I'm familiar with several specialized vocabularies in the greater category "Nerd" and I know the responsibility for being understood is mine.
(I also sometimes have trouble understanding spoken words because I'm missing a bit of the hearing register in the middle. Maybe that's why I use the "Maximum Verbosity" setting in written communication! Sorry.)


Other Characters by Jarissa


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Feral

DEX
11

 
STR
3

 
BODY
6

 
INT
5

 
WILL
5

 
MIND
7

 
INFL
10

 
AURA
8

 
SPIRIT
6

 
INITIATIVE
28
HERO POINTS
0

 

 

POWERS (* linked)


 

Power Name:

APs

FC and Notes

 

Analytical Smell/Tracking Scent:

05

FC 4; Dice

 

Claws:

16

FC 1; Dice

 

Damage Transference:

04

FC 5; Auto; always takes one minute; make a roll {APs healed vs Int/Mind}, RAPs become damage sustained by user

 

Directional Hearing:

05

FC 3; Auto; doesn’t increase distance of hearing, just pinpoints origin within range

 

Empathy:

07

FC 4; Dice; Area Effect (one eighth of a mile)

 

Extra Limb (tail):

02

FC 4; Auto

 

Mind over Matter:

03

FC 1; Auto; drop unconscious at end of APs of time even if Recovered above 0

 

Regeneration:

09

FC 8; Auto (but Recovery Checks are Dice Actions)

 

Ultravision:

05

FC 1; Auto


 

 

 

BONUSES AND LIMITATIONS


 
Empathy has the Area Effect Bonus, with Range limited if she is not using Teamwork

 

 

SKILLS (* linked)


 

Skill Name (subskills):

APs

FC and Notes

 

Acrobatics* (all):

11

FC 5; Dice; links to Dex

 

Charisma* (Intimidate):

10

FC 2; Dice; links to Infl

 

Charisma (Persuade):

11

FC 5; Dice

 

Military Science (Cartography, Danger Recognition, Field Command, Tracking):

03

FC 6; Dice

 

Scientist (Analysis):

02

FC 4; Dice

 

Thief* (Escape Artist, Stealth):

11

FC 2; Dice


 

 

ADVANTAGES


 

Iron Nerves

+2 CS to my OV/RV vs Aura of Fear, Phobia, or any Intimidation attempt

 

Leadership

may automatically transfer her own Hero Points in any amount desired to any member of a team which she commands. Transferred HP can be used for anything except character growth.

 

Lightning Reflexes

+2 to Initiative (already added)

 

Physics Scholar

-2 CS to OV/RV of an Intelligence check for Laws of Physics (theory)

 

Scholar

(Gesture Code visual language)

 

Scholar

(French / better at listening or reading than she is at speaking, and her accent is weird)

 

Sharp Eye

-1 CS to OV of Perception Checks


 

 

DRAWBACKS


 

Distinctive Appearance

obviously nonhuman but not necessarily causing a fearful reaction; +1 CS to OV when trying to use Persuasion and -1 CS to OV when trying to Intimidate

 

Minor Irrational Fear

when first confronted with any laboratory, or the Infinity Incorporated logo; must roll greater than/equal to 5 to overcome my fear and interact normally, otherwise run away or cower

 

Minor Rage

mindless killing attack on roll of less than/equal to 3; to regain composure, must roll greater than/equal to 11

 

Mistrust

NPCs, especially strangers who are Heroes or law enforcement, and the general public are automatically Hostile

 

Serious Irrational Attraction

to destroying the director of the project who mutated the II victims; must roll greater than/equal to 11 to continue with whatever I’d been doing

 

Traumatic Flashbacks

when triggered, roll greater than/equal to 11 or frozen; triggered by being in a biolab


 

 

OCCUPATION


 
Guidance Counselor (on unpaid FEMA leave)

 

 

WEALTH


 
3 ( Appox Annual Income : $10,000) ( Appox Annual Income : $12,000,000,000)

 

 

EQUIPMENT


 
 

 

SUBPLOTS


 
  • Jarissa is a mutate who spent years on the run from Infinity Inc. Recently she and some of her peers decided to declare war on the villain organization, with a minimum goal of making I.I. prefer to stay away from them and a possible goal of destroying I.I. for good.
  • Some of the II mental programming is still in place, despite a good bit of professional therapy. A lot of this mental programming was based in pure theory, and is therefore buggy. Rissa knows she has a death wish; she has it about 98% under control. She also usually knows when she needs to ask a teammate to make judgment calls on her behalf. Usually.
  • Jarissa has a Lost Family Member subplot that makes her very quiet and sad every early April.
  • Feral's archnemesis is Stirge.
  • Feral has a complicated camaraderie/antagonistic relationship with part-time villain Puma a.k.a. David Ironhorse. She introduced him to the rest of Wyldfire as "my ex-boyfriend" which was a blatant lie, and she is incredibly entertained that he did not call it out for the lie it is. Puma thinks that all of Wyldfire is the weirdest thief crew on the planet.
  • Feral has PTSD from her time in Mr. Sinister’s control. She has violent reactions to anything that a quick glance might interpret as the pronged control boxes, or something being attached to another person’s back.
    Like the Drawback “Psychological Instability”, the PTSD is triggered by rolling double ones on any Dice Action. Also like “Psychological Instability”, a Character undergoing the PTSD must experience this effect and is not subject to any form of powered assistance (Exorcism, Recovery, burning Hero Points, et cetera). The full effect will last 10 APs of time — however, that includes coming down off the PTSD episode. If the Character makes a Will/Will roll (must roll at least an 11), she can begin sorting reality from her perceptions again, calming down; but she will spend the rest of her “full effect” period exhausted and on edge. Reduce all subsequent Int and Will checks by -2 Column shifts. An ally can make a Persuasion attempt as a Teamwork effort to help the Character succeed in her Will roll.
    (This is a Subplot because it is not a permanent Disadvantage. It will be removed at the conclusion of the Subplot.)
  • Rissa was not able to speak for a while after her rescue. She had scar tissue around her spine, between her shoulder blades, that kept the signals from the speech center of her brain from getting to her vocal cords and mouth. When she tried to talk, unintelligible noises came out, plus it hurt a lot. Dr. Steven Reynolds surgically corrected the damage, removing the scar tissue under controlled conditions. Dr. Don Blake has worked with Rissa on physical therapy to recover normal muscle activity in the muscles around her spinal column and the speech-related muscles.
    Rissa can talk now. She is out of the habit of doing so, and often drops words or switches to non-verbal communication instead. Caffeine helps.
    She can write. Her handwriting is pretty bad, and she will skip any words she thinks she can possibly leave out, but that is a feline eyesight problem that she has always had, not a result of Mr. Sinister’s control mechanisms.

 
 

 

ATTRIBUTE BREAKDOWN


 
Attribute
Benchmark <span class="attr_bench">(based on current attributes above)</span>

 
DEX (Dexterity)
This is a superhuman level of agility. The individual can dodge high velocity projectiles such as arrows and bullets aimed with moderate effort.

 
STR (Strength)
The individual has exceptional human strength. Lifting range: 400-800 pounds.

 
BODY (Body)
The individual can withstand the greatest amount of physical damage humanly possible. They possess an exceptional resistance to fatigue.

 
INT (Intelligence)
The individual has the ability to process information on the level of an industrious college student.

 
WILL (Willpower)
This individual has exceptional self-discipline and can remain calm and rational during a crisis.

 
MIND (Mind)
This person has the mental fortitude to continue normal activities even in persistently painful or stressful situations, such as those experienced by hardened soldiers.

 
INFL (Influence)
This individual's personality is strong enough to attract the attention of leaders and citizens of many separate nations.

 
AURA (Aura)
This individual has a mystique capable of affecting the opinions of people across a nation. This person could gain loyalty and respect upon appearance.

 
SPIRIT (Spirit)
This person is so secure in his or her beliefs that he or she is willing to die for them.

 
August 20, 2009

8.20.09: Mind over Matter lasts 12 seconds

by Feral

Savannah is safe, if frightened. She was in a very sensible ambush position ready to defend the villagers.
 
If I send Thunderstrike off to do a high flight with thermal goggles, he can look for a heat source about factory sized that might be where the bad guys are trying to control (either this reality, or a new one they might be constructing out of pieces).
 
This feeds into Option 3 {the bad guys are trying to build a custom reality by merging other realities} which is something we can actually confound. Given that Option 1 is {we are completely incorrect about what might be going on} and Option 2 is {they're trying to turn ALL REALITIES into ONE REALITY which is super duper dumb}.
 
What did he find? We don't know. Because he crashed outside the temple. Amythyst and Doc Reynolds had to work together to carry him into the medbay. Dr. DeClerk wants to test a sample of Thunderstrike's blood with a big brassy scarab. Which turns into a glove on Blondie's hand. And then turns back into a beetle when Dr. DeClerk retrieves it.
 
I send Blackjack and Savannah to steal the Bell. Then I go to set up a distraction.
 
I have a serious talk with Brodir. Which I can not call him "David". I guess his catgirl hates him sometimes like David hates me sometimes?
 
But also, he can not donate plasma to Thunderstrike. They are not the same species!
So I want him to go guard Gravitar (putting 2 of 3 most dangerous people together in case of mental control) and them both to go guard the room full of stargates.
 
And then I make myself go into the medbay. I walk up to Thunderstrike. Yank up the right side of the tunic. Oh, look, big yellow bruise! I slap that with open paw, and demand, "What hit you??"
 
He starts to tell me again about flying into a concussion field. FLYING SIDEWAYS?? "No," he says. But the bruise is on your side! :smack: What hit you?!
 
He closes his eyes and listens to his memories of sound and ... he was hit by a sonic beam! Like when that guy with the red ring hit Amythyst! (I was not there. This might have been in Korea.)
 
Oho, now we are getting somewhere! Doc starts testing for additional signs of sonic damage, and Amythyst will see if there's ... like ... some sort of ring wearer LoJack?
 
While I am patching up Thunderstrike (and proving to myself that he is REAL), we all take turns asking Dr. DeClerk to test Don Blake for various things. I have to describe physical signs of having been braintape-recorded.
Whhhhyyyyyyyyyy wasn't this doctor already testing for things like "low potassium" and "signs of epileptic seizure"?
 
My idea to test whether Dr. DeClerk is real is to hit him. Amythyst has a much better idea: purple paralyzation ray.
 
At which point Dr. DeClerk vanishes!
 
Time for Thunderstrike to move Don Blake and for us to check out Dr. DeClerk's room to figure out if he was ever real. I am also starting to wonder if anything "DeClerk" said about Don was true.
 
"Red Siren" of Earth 18 is Evil Scivias. Cindy Reynolds.
 



 
I split off from Amythyst and Doc in order to run around and tell the key people about DeClerk being not-real. My planned order:
  1. Blackjack and Scivias

  2. Captain America, who can go tell the head of the monk order

  3. Gravitar and Brodir

  4. and then I'm going to walk onto that upper balcony that looks over the inner courtyard, and I am going to start talking to Cindy Reynolds directly. Which should be interesting. I'm definitely the easiest target on Wyldfire, and it's not like I'm going to get violent with a young woman I protect. So what's the harm in talking with me?

Feral's Journal Ordered oldest to newest

The major events and journals in Feral's history, from the beginning to today.

Breakfast in the Alps

This morning I had breakfast with one of my sister's .... teammates? Fellow knights? Umm. I am going to go with "SGmates", short for "supergroup mates" . . . . . . which sounds really dumb now that I try to say it. Type it. Whatever. I have ha...

12:57 am - 16.05.2019

Officially Official Burning

Captain America is here. With friends. He wants us to go burn up blueprints owned by some Black Order people. Fine okay, but first, NO HAMMER...

02:14 am - 18.05.2019

Officially Official Burning v 2.0

Captain America is here. With friends. He wants us to go burn up blueprints owned by some Black Order people. Fine okay, but first, NO HAMMER Uhh. Thunderstrike's eyes are sparking. And he is wearing this ... sorta ... armor. On his arms and hands. But...

02:54 am - 18.05.2019

DPS

Doc heads back out through the airlock, going for the "Master Control Bell". Which is good, because (wait for it) I pull the grounding wire on the panel of the controls for the magnetic bottle and the person-sized Stargate. Lights go out. SG starts to...

07:21 am - 18.05.2019

New teammate

The albino who was reshaping the warp field is now a member of Wyldfire. He did good. We should find out what his name is.

07:57 am - 18.05.2019

8.20.09: Glowing Crystals

I have had [ol][li][b]shower[/b][/li] [li]food, not know what, is whatever Blackjack give[/li] [li]drag all blue unconscious Thunderstrike out of shower and drag down to medbay. But no go in.[/li] [li]go get sleep[/li] [li]breakfast! something French...

02:48 am - 21.09.2019

8.20.09: Interdimensional job hopping supervillain

I explained to Wyldfire about my miscarriage in 2004 and now here is my little girl. I could have been hallucinating/off my meds, but Blackjack sees her too. (I did not tell them about her teleporting us. If they did not see it, they can figure it out lat...

02:49 am - 19.10.2019

8.20.09: Mind over Matter lasts 12 seconds

Savannah is safe, if frightened. She was in a very sensible ambush position ready to defend the villagers. If I send [hero:9b634142-15c6-41f0-808f-a8a6abb3a1ab] off to do a high flight with thermal goggles, he can look for a heat source about factory ...

02:29 am - 16.11.2019

The list of amazing people following the adventures of Feral.

Played by
Jarissa

I taught myself to read at 4 years of age because I was impatient. I decided the available books were not the story I wanted to read, and wrote a story, at 5.
It was pretty awful.
I mean, I was five, that's not going to be a coherent plot anyhow! But still. It was awful. I was astounded to realize that good stories don't just burst off the page because I apply a crayon. I went back to reading for a while, but sometimes I was looking at what made one book a good read while another was merely a way to pass the time.
Here we are, twoscore and change years later, and I think I am starting to really grasp how a plot is different from a narrative which is not the same thing as a roughly chronological sequence of scenes?
Building worlds certainly makes for a better story!
 
My native language is American English, with several regional contributions as I moved around a lot in my early years. I can communicate tolerably well in a couple of other languages, if the other converser is patient and of good cheer. I'm familiar with several specialized vocabularies in the greater category "Nerd" and I know the responsibility for being understood is mine.
(I also sometimes have trouble understanding spoken words because I'm missing a bit of the hearing register in the middle. Maybe that's why I use the "Maximum Verbosity" setting in written communication! Sorry.)


Other Characters by Jarissa