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Parties & Groups


Storytelled by Kummer Wolfe
Played by

Other Characters by Jarissa














POWERS (* linked)


Power Name:


FC and Notes


Analytical Smell/Tracking Scent:


FC 4; Dice




FC 1; Dice


Damage Transference:


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


Directional Hearing:


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




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


Extra Limb (tail):


FC 4; Auto


Mind over Matter:


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




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




FC 1; Auto





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



SKILLS (* linked)


Skill Name (subskills):


FC and Notes


Acrobatics* (all):


FC 5; Dice; links to Dex


Charisma* (Intimidate):


FC 2; Dice; links to Infl


Charisma (Persuade):


FC 5; Dice


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


FC 6; Dice


Scientist (Analysis):


FC 4; Dice


Thief* (Escape Artist, Stealth):


FC 2; Dice





Iron Nerves

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



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)



(Gesture Code visual language)



(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





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



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




Guidance Counselor (on unpaid FEMA leave)




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







  • 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 (person) 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.




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: Glowing Crystals

by Feral

I have had

  1. shower

  2. food, not know what, is whatever Blackjack give

  3. drag all blue unconscious Thunderstrike out of shower and drag down to medbay. But no go in.

  4. go get sleep

  5. breakfast! something French!

We go China. High in mountains. Prolly some elevation sickness.
Dunno what to think about Thunderstrike make things glow a centimeter away from body instead of be on body.
Here is "Kesang Jinpa" which is very old Buddhist temple. Agent May give us name to look for, a person who is maybe here. If he is, he prolly help us some.
SAFEGUARD drop us off and will check in every six to ten hours. They give beacon to Doc Reynolds, signal where to extract. I give verify message, what to ask our group to make sure really us, if no answer then lock "us" up until our boss can sort out. (Blackjack and I both know who was team lead before me. Newer members do not know or care. This way it is harder for enemy psionicist to get info from us.)
Flight team: Thunderstrike and Doc Reynolds do aerial scout, make it look like Thunderstrike is carrying Doc when actually Doc is the one who can steer.
Scout: Phillip Paxton
Spokesman: Amythyst backed up by Captain America.
Mostly thug: me and Gravitar.
Grass is healthy like early autumn. Cold enough to notice. No snow here, but snow break line up above pretty close. Tracks of hooved animals prolly rams or goats.
But Flight team says no people, nothing moving.
I try to listen intently. Empathy picks up ... shock ... restrained anger ... fear ... but muted as if from someone who is dreaming ... then I feel this momentary strong sensation as I brush up against someone else with empathy. Then that last sensation seems to ... hide?
Is not David.
Is not Jessica.
Is not missing piece of me.
Send Flight Team to flank, meet us in middle.
They say temple glows red, pulses.
Feed was fresh this morning. Some bread still in the oven. But coats and boots are gone.

Welcome to the Village of Creepy

We find a ramp up to the 2nd terrace. I think that whoever is hiding from us, is up there. Also Thunderstrike drops info on us that he found all the people and animals up near the temple and they are in crystals. And he hears footsteps.
I hear a little girl. At the edge of my hearing, I hear a thin, young female voice say in a shocked low hoarse whisper ... 'mm... maman?? no...'
and as I head in that direction
I smell leopard.
Blackjack? You know how sometimes I talk to people, only they are not really there?
I think I hear Savannah.
I am going to go find out.
Maybe someone is making me hear things.
So maybe you are going to have to tell me that I am crazy.

Ohh boy.
It could really BE Savannah. From an alternate time line. Where her parents were killed in Sinister's missile barrage.
Now she is working for Evil Dr. Don Blake as a means to survive. So is Evil Scivias. Savannah calls Evil Dr. Blake "Death" and "Omega". She is afraid of being hunted by Scivias.
I am trying to coax her into coming with me, back to the team, where Blackjack can decide if I am crazy or not. And if I am not, I can share more info with the team about the crystals being a trap and the temple being a trap and Evil Blake going for something inside the Temple. I am doing a bad job of it because I am too much of a villain, too much anger, too much urge to hurt someone. My poor baby girl!
It sounds like the rest of the team has gotten into some kind of a fight and ... and if this is my baby, the one I lost ... I can't. But I can't lose Blackjack either. I don't know if she is real.
I do know that my Savannah died. That it was my fault. Everyone says it was not my fault, but I know better.
I can't abandon Blackjack for the chance that maybe I can save Savannah. I could abandon him to save definitely Savannah, he would want me to abandon him to save definitely-real Savannah, but I can't give him up for a wild maybe.
How much risk is Savannah willing to take that the Blackjack who dies is not real?
She rushes forward and hugs me, and we are together, and I know exactly where he is.
We disappear in a blast of brimstone. . . .
. . . . We appear beside Blackjack, who is in the middle of throwing a transformed card at one of Captain America's opponents.
Our girl gets out her escrima sticks as I start checking the field for hostile psionicists. One is over by that tree with the blue leaves. I tell Amythyst to put area of effect in the area between that tree and the fountain.
"Tree on fire" = area of effect! Not an effect Mister Mental expected!
We hit the big guns hard enough to make the minions want to leave, and people calling themselves "MAGI" show up. We have a lot to talk about....

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


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

The list of amazing people following the adventures of Feral.

Played by

Other Characters by Jarissa