Ardis Egan
Character Info
Class: Freerunner
Level: 10
Completed Missions: 35
Commissary Reward: 1
Perks earned: 9
Perks spent: 0
Perks remaining: 9
Personality
Recent Missions
-
Simulated Clusterfuck
Jun 1, 2025 - success -
Red Dragon Herring
May 24, 2025 - failure
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
++ Might
Rip a college textbook in half.
+ Resilience
Pop a dislocated shoulder back in without flinching.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
++ Sensory
Smell poison in a drink.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
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 conveniently-placed terrain feature, then use it to safely perform a boosted acrobatic movement.
Essence Cost: Low
Cooldown: Low
Paired Action: Purposefully approach the chosen piece of scenery and incorporate it into a fitting stunt.
- Acrobatics are boosted scaling on how well they make use of the chosen feature.
≫ Egs. Swing around a flag pole sticking out of the side of a building to sling yourself up an entire floor; land back-first on a shop awning to bounce safely off of it like a trampoline; kick off the hood of an oncoming car to launch yourself over it unscathed.
- Essence Cost
- Low
- Cooldown
- Low
Paired Action: Notice the terrain feature and incorporate it into a fitting stunt.
- Boosted acrobatics are notably safer for the user than they would normally be. (e.g. While falling, catching and swinging from a protruding flagpole would be less likely to dislocate your arms).
An enormously empowered jump, tens of times greater than a normal human’s, that draws the eyes of onlookers and protects the user from enemy attacks.
Essence Cost: Mid
Cooldown: Low
Paired Action: Take a large running start to your jump while broadcasting your intentions as conspicuously as possible.
- Protection takes the form of an invisible force pushing incoming attacks off-course. Lasts solely for the duration of the jump.
≫ The more death-defying and impressive the user’s jump is to onlookers, the more effective its protection and eye-catching capacities (Mid at max).
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: Briefly pause, then take a conspicuous running start into the jump.
- Attacks made against the user during this jump are notably less accurate, scaling Low–Mid on how death-defying and impressive the jump is (the eye-catching effect scaling in the same manner).
- The user is fully spared the falling impact of this jump’s height (but not any additional drop beyond that).
Encourage allies or goad enemies into following you, helping or hindering them, respectively in the process.
Essence Cost: Mid
Max Duration: Mid
Cooldown: Mid
Paired Action: Touch any number of targets then immediately run away from them; ability ends if any catch up.
- Affected allies gain up to decently enhanced speed and agility scaling on how effectively you cheer them on; affected enemies are up to substantially compelled to keep following you, no matter how difficult, scaling on how effectively you taunt them.
- Ability ends instantly once all targets stop actively pursuing the user,whether because they choose to or physically cannot.
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Touch any number of targets then run away from them; if any target catches up or all targets stop pursuing you, this Ability will end prematurely.
- Affected allies gain Boosted speed and agility, scaling Low–Mid on how effectively you cheer them on
- Affected non-allies are compelled to keep following you, no matter how difficult, scaling Low–Mid on how effectively you taunt them.
Signature Gear
Branded athletic apparel offering ok environmental protection. Greatly reduces Green & Yellow Stamina Exhaustion (pg23), though Red remains normal. Enhances user’s prestige in the eyes of athletes and sports fans (no matter their sport of choice).
- Provides a Low Ward against weather such as sun, wind, or rain.
- Athletes and sporting fans will tend to trust the owner.
- All but negates Yellow Stamina Exhaustion (though Green & Red remain normal).
Stylized images daubed on the body, offering some protection against magic. When facing serious threat, empowers Defiance (see pg 27) with up to Mid impact based on the courage being demonstrated by the user.
- Wear Resistance
- Mid
- Improves the wearer’s Defiance, scaling Low–Mid on the courage they are demonstrating against a significant threat.
- Includes an additional application of Warpaint (stored in a small pot), which the owner may give to an ally before or during the mission or may themselves to touch up their Warpaint (requiring a Low Duration to apply).
Set of 10 coins. Giving one to someone conjures up to a Mid amount of mundane provisions for them (such as food, money, medicine, or similar), Pitched (pg24) by the user but appropriate to the locale, scaling on the recipient’s gratitude.
- Quantity
- Mid
- Giving a single one of these coins to a grateful recipient will conjure some mundane provisions for them (such as food, clothing, money, or medicine) appropriate to the locale, determined via Pitch.
Appearance
**Appearance: **
In short
Height: 4’10
Ass: enormous
Thighs: thunderous
Little more than 4’10 she’s a bundle of muscle and aggression, with a lean, toned, pear-shaped figure upon a set of powerful legs. She has shoulder-length, wavy red ombré hair, a round face, and fierce and large amber eyes that make it seem like she’s either going to punch somebody or break something. Her otherwise cute face has a, “I’m gonna kill your ass if you breathe in my direction,” expression.
Her casual outfit is an oversized shirt, sliding off one shoulder, always with a some kind of boob joke like “Yams!” spread across in a blue gradient. Several light scars adorn her light brown skin, mostly along her legs. She has two prominent scars, one across the bridge of her nose and another somewhat arrow shaped on her left brow.
Her superhero outfit is a metallic, red and orange leotard with white racing stripes, a pair of shorts on top, and sneakers the same colors as her leotard.
Background
Foul mouthed Ex superhero celebrity from a cyberpunk dystopian civilization founded by a cell of Enclave Agents.
She was born to two vigilante parents who specialized in fighting the trafficking rings. When superheroics were privatized her parents found themselves the subject of a brutal smear campaign that got them locked away. She then grew up in the impoverished “low end” of her city where the life expectancy is 105 years less than the “high end” at 35. She took up a job as a drop girl, a corp of engineers that dived through the miles of malfunctioning heat vents of the deep engine district.
Her innate power to choose what reality thinks is up and down for her kept her alive longer than any other drop girl in history. She eventually infiltrated “real heroes” a reality tv show featuring the exaggerated lives and efforts of super heroes. There she grew popular for her attitude and underdog status which secured her place despite constantly calling out the network oligarchs and the hypocrisy of current superhero culture. An enclave mission to stop a mad bomber and expose the corruption behind the network was her first exposure to the enclave and she was later scouted by the agent “punk” to become an agent herself.
Her hobbies include boxing, and dancing and she has a very spiritual connection with the wind and a hedonist philosophy based in always facing her sudden death.
Flavor
1.Two agents talk philosophy, death and hugs
2.when to bark or bite
Ideas
Notes :
Ardis’ power is limited to only affect herself and cannot provide any resistance to the heavy g-forces she subjects herself too. It’s an active act of visualization and proprioception to keep it consistent so if unconscious free to fall might not turn off.
“Bascophobia bites”
Her powers would usually result in infant mortality in Halcyon Chi. She survived because of the extraordinary efforts of her parents, providing her the specialized care she needed. She’s been slowly training her resilience and control of her power but it’s slow going and has resulted in her fear of falling. As a result of her experiences she’s come to the conclusion that “if I die I die but death better know how to throw hands better then me cause if I’ve got something to fight then I’m alive.”
“Daddy issues”
In the mission “unraveled” Ardis lost a hand and got drugged causing her to hallucinate Suto as her father Eddy Egan and revealing unintentionally to Suto that her father is incarcerated unjustly and she once held resentment for eddy and sennas choice to put being superheroes above her.
“Okrut blood bond”
through her friendship with Karoth and her successfully undergoing the ritual hunt she’s secured an alliance among the Okrut and was gifted her quarries fang as a trophy she now keeps in her locker at enclave. She bonded with the Okrut culture in a major way and is now referred to as Rendglider by them. She gave the fang to Olivia as a wedding present.
“Two agents discuss philosophy death and hugs”
A bond with the winter storm and Summer breeze: after speaking deeply with Rionnal she learned of his mother the literal Summer breeze and asked him to thank her for embracing her in her darkest moment’s. Rionnal responded with “yes mother gives good hugs” and since then Ardis has felt a more spiritual connection with the air around her this has grown stronger since her mission and week long vacation in Nos.
“Baby steps on broken legs towards a robot penguin.”
In fight fire with firepower Ardis had her knuckle guards destroyed, the enclave could obviously replace them, even with exact copies, but she refused as they had sentimental value. She had them replaced with 2 firebrand knuckle dusters.
“Know when to bark or bite”
In Kron with the wind.) Ardis grew majorly invested in the plight of tybalt and preams people even forgoing her general no kill rule as these were slavers which she rightly correlates with traffickers a subject particularly relevant to her family history. Enclave medical introduced her to Dr Matiana who made it clear to Ardis that a quest for vengeance here would result in genocide. This was later reinforced by Rook Nunez when she visited her home.
“Love is the mind murder”
Ardis was corrupted by the entity called “love” heightening her anger to the point she genuinely thought about killing the client in frustration despite their innocence. A defiance rooted in her relationship with her parents fate and choice to be heroes first and parents second helped her compartmentalization and she put aside her anger for the sake of the mission unable to fight off her good nature and natural heroism.
“I’m a Wind caller mother@$&&#$”
Since joining the enclave Ardis has become somewhat of an wind mage in part because of her spirituality and in large part because of the amount of essence and will she’s fostered in herself.
“Tongue punched a goddess”
On the mission Wedding crushers Ardis became a champion of the the goddess of elements (she calls her xen) after making out with her. In that same battle she got a massive power up (only in the world of pathos) that helped her survive being attacked with all the pain she’d ever experienced and she overcame it in order to beat the source of it the champion of the god of pain.
While in the world of pathos only:
Ardis champion of Xenos:an additional Might+ Resilience+ Will+ Reflex+ Arcane++ (Elemental arcane manifestations need far less of a paired action to perform and are boosted with a higher Essence cost)
“Baddies over booties”
Ardis sacrificed her telaria air jet boots to manifest a burst of wind to reinforce and empower Nemi. She did not have them restored as they were a gift from the Joleen sisters. Instead she got a new pair of black minimalist barefoot shoes (huaraches)
“Looks better on me”
Ardis had a hooded cloak made for her that resembles the one Rook Nunez had when he was a boxing champion….it might actually be his, it’s his.
“World war Hoard begins”
A mysterious anxiety the feeling of being hunted by something massive has been bothering Ardis since the mission to rescue Izzy. She’s been told it’s effecting everyone who was born on her world but agents to a far lesser degree. The mysterious anxiety vanished recently unbeknownst to her Rhea, Wisp and Caroline killed the source of it the Gunslinger dragon Grymdire.
“World war hoard: Red dragon herring”
A mission regarding a draconic parasite that had similar effects to old religious creation stories of Halcyon chi had Ardis on guard but when she fought a dragon worthy of those legends alongside Nemi and karoth she realized she’s no stronger than she was before she joined the enclave as far as dragons go.
Ardis unintentionally sacrificed her huarraches, firebrand knuckles, and boxers cloak in the battle against the Dragon.
Ardis now has rionnals sandals given to her at his funeral.
Level Up — Ardis Egan
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.