Clara Hetzingberger
Character Info
Class: Freerunner
Level: 10
Owner: Aleyanna (Tim)
Completed Missions: 34
Earned: 37
Spent: 28
Remaining: 9
Perks earned: 10
Perks spent: 10
Perks remaining: 0
Personality
Recent Missions
-
Four Four Time
Oct 3, 2026 - success -
Rings Around Dharossi
Jul 19, 2026 - success -
Poke Bowl: Gotta Catch em All!
Jun 17, 2026 - success -
A Battle of Sun and Star
Feb 7, 2026 - success
Stats
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Might
Overhead press an entire car.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++ Sensory
Smell poison in a drink.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++ +++ Vigor
Mop a gymnasium floor by hand in under a minute.
Stamina: Drop a threshold after sprinting a marathon having not slept for a week.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Pitch a convenient terrain feature, using it to perform a Boosted acrobatic movement.
Perform an enormously empowered jump that draws the eyes of onlookers.
Encourage allies or goad non-allies into following you.
Push off of thin air as though it were solid.
Signature Gear
Languid bushmaster snake, docile unless threatened.
- Lightness Boost
- High
- Strike Speed Boost
- Mid
- Up to High Boosted Toughness, scaling with its size (Mid if not Reskinned), and venom of up to High deadliness, scaling inversely with its size (Low if not Reskinned).
- May hiss to cause enemies within earshot to fear this snake while they remain within Low Range (Mid Cooldown).
Conical helmet with a nose guard and cheek plates.
- Defense Boost
- Mid
- Pointedly doff this helmet while speaking with a non-enemy to make them feel comfortable around the owner (1x Use).
- Pointedly don this helmet while speaking with an enemy to make them feel intimidated by the owner (1x Use).
Provides a Mid Ward against weather (sun, wind, rain, etc.). The owner may outstretch their arms to effortlessly glide using this cloak, gaining altitude via wind currents.
Set of small, decorated ordnances (max 6 per mission); each bursts into a thick cloud of colorful smoke that does not at all obstruct the Illusionist's own vision.
Small, sound-isolating communicator tucked in an ear.
Unmarked bottle of suspicious liquid.
Heavy pistol firing a retractable cable tipped with a tether, requiring a few seconds to fully retract before being fired again.
Laced sporting shoes.
Mods
- Spiky Cleats — Provides strong grip on slick surfaces.
Pair of short baton weapons with perpendicular handles.
Mods
- Reinforced Ends — Reinforced steel ends for harder hitting power
Branded athletic apparel.
Mods
- Captain Armband — Increased galvanization towards respect for Clara
Ability Perks
Dérive
- Hop: Derive gives a second pitched terrain feature
- Skip: Derive adds a third pitched terrain feature compounding
Hangtime
- Impact Site - Create a knockback effect on landing, power scales proportionate to how high jump was.
- Mind the Gap: Friends and allies aren't affected by knockback. compounding
- Get Some Air!: Can direct knockback power in cone to single target. compounding
Tag, You’re It
- Chirping: Tag Your It is activated by shouting at allies or enemies in earshot.
- Locker Room Banter: Repeated taunts/encouragement can prolong Tag. compounding
- Star of the Team: Taunts demoralize enemies, encouragement motivates friends compounding
Appearance
Clara is a 5'6" 175 pound former Pummelball (a weird hybrid of pugel stick brawling, gaelic football, and american football) champion. She has brown shoulder length hair, fair skin, and a muscular athletic build. Her athletic gear is her Pummelball uniform, composed of a red and black jersey, white three quarter length pants, and grey stockings. Her sneakers are black. The tonfas are made to look like small pugel sticks, but with a specialized grip to allow for better striking. And her energy drinks are 'Zoom Aroyo City Grape' branded, with her on the can. The coiled serpent is a small 4 foot long gaboon viper, in red and black stripes (name is Clarence). The feathered cape is a team flag tied on her back. Her Spangenhelm is her pummelball helmet, which resembles an American Football helmet; it is black, has silver number 48s on the sides, and a red viper on the back. Her smokebombs are flares.
Background
At the young age of 29, she had managed to lead her Pummelball team, the Aroyo City Vipers, to ten straight World Pummelball championships. On the team, she served as a forward striker, either running circles and brawling the lightly built defenders, or dashing the ball to the goal. In her last championship final, she faced off against a team of Enclave agents who were hired to try and stop her team. And she simply smoked the competition. Impressed with her footwork, and her skills, she was given the opportunity to join the Enclave. She readily accepted, having beat every record she could in Pummelball.
Flavor
Pummelball: The defending team kicks a circular ball to the lead off striker on the attacking team, and they must run it back to their goal. Along the way, they must ensure the ball is passed to others frequently. Pugel sticks can be used to keep defenders at bay, but only two strikes allowed while carrying the ball.
Clara is good at shouting to get attention. After all, she has had to shout to get her teammates to toss the ball to her so she could score.
Note: 8 merx were spent to get vigor to 6.
Mission List:
- Ground Madness: Trial by fire of running. Lots of running from crazed individuals to find some idols to get a magister into a secure chamber. Also toss in some acrobatic flair and jumps for good measure, and energy drinks too!
- Disc Run: Ex Enclave agent steals a magic disc, and it has to be recovered. Clara does her thing and just makes him chase her. Also, toss in some tonfa knockbacks to really ruin his day.
- Super Renaissance Kart: Zany madness as Clara helps a chariot rider goes for gold. Not even a knife to the shoulder and almost dying will stop her. Oh, and energy drinks for all.
- Goo F*** Yourself: Goo monsters on a space station! Not only does she has to solder a hole, but she has to stop the goo monsters.
- Silence, Sir Stomach: A kid stomach is crying! An unlikely trio comes together to silence him.
- Super Myth Bowl III: A big sporting event and Clara and Skjaldmaer have to score to win. Scoring by which means killing three competitors.
- Let Sleeping Frogs Lie: A frog monster has been swallowing partygoers in a swamp. Clara saves a lot of partygoers, then joins her team in striking at it, then calming it down.
- 'King' of the Hill: A monkey king has taken over a mountain and sent spirits to stop a new guardian from arriving. Clara has plans otherwise.
- Rumble in the Ruins: Clara and team have to ensure a tourney goes off successfully. What better way than to go into the ruins and stop the enemy attack.
- Moats in the Darkness: An arena has souls stolen from it. Clara, Siri, and Elspeth go and recover some badges as well from former Enclave agents.
- The Many Faces of Christmas: Clara, Reynard, and Ani help save Christmas. And they do so by ensuring a couple of artifacts get saved.
- Last Train to Narvul, Siege Breaker: Clara, Hive, and Lance get a train through a checkpoint. And she runs fast, gets a bunch of people to follow along, and all that fun stuff.
- A battle of Sun & Star: Fall Elegy mission. Clara goes fast, runs rings around demons, and gets bone knights to chase her.
- Gotta Free 'em All: Animal rescue! Clara and team runs through a facility, rescuing all sorts of critters.
- Flag Riders in the Sky: A four way battle royale! And Clara and team are sending their competitors airborne.
- I Wanna Drive The Zamboni: A zamboni was stolen and the assistant killed the master, so assistant and machine must be returned. It's a battle of fast vs. slow, but Clara comes out on top.
- Web of Reality (Fail): Attempt to try and save a kid from a digital world. Unfortunately, the social route does not go as planned.
- Poke-Bowl, Gotta Catch 'Em All: Poke bowl cooking time! Clara runs and gets ingredients and fights baddies.
- Slide Ball: Help penguins achieve victory! Clara scores the goals!
- Rings Around Dharossi: A big race! Clara's team gets thrown through the ringer. Clara just zooms to victory.
Conduit Missions.
- My Alchemical Circus: A midnight goth carnival is in town. And the agents have to recover the keys to unlock the treasure. It's not what it seems though in the end, especially with what they find. Hosted Mission: Take Me Out of the Ball Game - There's an opposing ball team that needs to lose. And the only way there's a chance for them to lose is to deal with their star player. Cue the freerunner moving in to 'deal' with him.
- Skeleton Magical Girl: Two illusionists are sent to recover a tome. And they decide to not be quiet about it. How fun! Meanwhile, Clara must channel her inner cyberpunk runner and deliver a datastick to someone, while ascending a tower going haywire.
- Gold for Nothing, Rebels for Free: To ensure a rebellion kicks off, they need some gold. And what better way to do so than by sending on person in to snoop on the town, and take the gold meant for someone else? Clara on her end, gets put into a marathon. A deadly marathon full of fire and spikes.
- My Little Wolf: Friendship's Magic: There's a wolf that's been causing problems. But the Enclave comes in and helps sets things right. Clara is also working with wolves. For whatever reason, these wolves are a sporting team and she has to guide them to victory.
- Arrrgh-ony: Some pirates have taken an island and are causing all sorts of mayhem. Especially since they have hostages, and the hostages need to be saved. Clara for her part is dealing with sky pirates. And taking down their leader through feats of agility.
- Newly-Dread: A pastor married ten couples, and then proceeded to upset them all. Now, one trapmaster ends up being his savior until a helicopter can get him home. Clara meanwhile has to run a cake to someone else's wedding. All while outrunning various hungry hyenas!
- Murder Bowl XXXVI: Victory At What Cost: Murder Bowl 36 comes on and the Enclave sends a team in. And as expected, they win. They even deal with the champion of the arena. No combat for Clara in her own arena bout, she lets others handle the fighting as she runs and gets the trophy while nobody is looking.
- Diggy Diggy Hole: Humans and dwarves have been at war for a while. And some renegade dwarves took some items the humans wanted. The Enclave has to get it back. As for Clara, there's a little cave running again, this time to help guide an expedition to a lost city.
- Ascending to Destiny: Climb a mountain. And also make sure the kid gets to the summit, for he holds the key to making things right and fulfilling his destiny. Clara is also climbing a mountain, albeit it's a race to the top. If she wins, she gets a years supply of energy drinks for free.
- The Summit of Idiots: Two thunderbirds have to stop a volcano from going kablamo by an evil scientist. They have to get a scientist to turncoat and help them out. And Clara for her part was off hot footing across a volcano of her own, but this one was needing to be stopped through more natural means.
- Bloody Mayhem: Some mage is being smart and switching bodies before he dies, so he can try to outrun death. Alas, he did not count on a berserker and thane ruining his fun. The only bloody mayhem for Clara was another brutal sporting event. And this time around, she even had to take the field!
- Marlin's Demolition Derby: Do whatever it takes to win. And for one driver, it's hiring the Enclave who end up causing all sorts of chaos for his competitors. Clara meanwhile was racing another car. It was fast, but she was faster.
- Bad Rats: The Rad Kats band needs to do a gig, but drugs and conflict prevent them from doing so. The Enclave helps their gig. Meanwhile, Clara must get a rat team to victory. And they aren't a good team at that.
Level Up — Clara Hetzingberger
Current level 10. Maximum level reached.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.
- Hop: Derive gives a second pitched terrain feature
- Skip: Derive adds a third pitched terrain feature compounding
- Impact Site - Create a knockback effect on landing, power scales proportionate to how high jump was.
- Mind the Gap: Friends and allies aren't affected by knockback. compounding
- Get Some Air!: Can direct knockback power in cone to single target. compounding
- Chirping: Tag Your It is activated by shouting at allies or enemies in earshot.
- Locker Room Banter: Repeated taunts/encouragement can prolong Tag. compounding
- Star of the Team: Taunts demoralize enemies, encouragement motivates friends compounding