Alliage  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
10 CON 10 0 10 11-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
3 PD 2 1 3/11 3/11 PD (0/8 rPD)
3 ED 2 1 3/11 3/11 ED (0/8 rED)
4 SPD 2.4 16 4 Phases: 3, 6, 9, 12
5 REC 4 2 5
10 END 20 -5 10
20 STUN 19 1 20
6" Running 6 0 6"
0" Swimming 2 -2 0"
1 1/2"/0 1/2"" Leaping 2 0 1 1/2" 40 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 0" [ NC]
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
EXPERIENCE POINTS
Total earned: 250
Spent: 250
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 625
APPEARANCE
Hair Color:  Blonde
Eye Color:  Brown
Height:  5' 3"
Weight:  90 lbs
Description:
See picture. Alliage also speaks with an accent that is commonly thought to be either French or French-Canadien.

 Alliage  
DEFENSES
Type Amount Notes
Physical Defense 3/11 Current BODY:
Res. Phys. Defense 0/8 (10)
Energy Defense 3/11 Current END:
Res. Energy Defense 0/8 (10)
Mental Defense 10 Current STUN:
Power Defense 10 (20)
STUNTS & FIGHTING STYLE
Very complex character; be aware of all abilities
Several abilities are stackable across MP's
Specifically Quicksilver Skin
and Freeflow
Find the right balance of offense and defense in MPs
Fight defensively as much as possible
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+9 with Magic
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Alliage  
SUPERPOWERS!
Cost  Power END
50 Alchemical Power Endurance Reserve (400 END, 10 REC) (50 Active Points) 0
Personal Alchemy
26   1)   Auric Support Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in Intense Cold; Safe in Intense Heat) 0
22   2)   Coalesce Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
5   3)   Internal Alchemy Power Defense (5 points) 0
8   4)   Unmoveable Knockback Resistance -5" (10 Active Points); Nonpersistent (-1/4) 0
24   5)   Quicksilver Skin Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Visible (-1/4) 0
Alchimie Mineur Multipower
24 Multipower, 30-point reserve, (30 Active Points); all slots Physical Manifestation (-1/4)
2u   1)   Metallic Plating Aid DEF 1d6 (standard effect: 3 points), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points)
Notes: The Mineur Orb turns to Alluminum and allows Alliage to coat objects with a metallic sheen that gives them added durability.
0
2u   2)   Mineral Strength Transfer 1d6 (standard effect: 3 points) (DEF to PD), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (30 Active Points) (uses END Reserve)
Notes: The Mineur Orb turns to Alluminum and allows Alliage to absorb the durability of other objects into herself.
3
2u   3)   Freeflow Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Only In Contact With A Surface (-1/4)
Notes: The Mineur Orb turns to Quicksilver and rolls in front of Alliage forming a slippery carpet upon which she slides effortlessly.
0
2u   4)   Glamour +30 PRE (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve)
Notes: The Mineur Orb turns to Alluminum and invisbily grants Alliage beguiling charm.
3
2u   5)   Argent Glimmer Sight Group Images Increased Size (8" radius; +3/4), +/-2 to PER Rolls (28 Active Points) (uses END Reserve)
Notes: The Mineur Orb turns to Silver and allows Alliage to project whatever image she can imagine.
3
2u   6)   Ferrous Disruption Dispel Mechanical Powers 8d6, any Mechanical power one at a time (+1/4) (30 Active Points) (uses END Reserve)
Notes: The Mineur Orb turns to Iron and projects a reddish beam that causes mechanical objects to seize up, rust out, suffer metal fatigue, and other wise fail.
3
2u   7)   Auric Jolt Aid REC 2d6 (standard effect: 6 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (30 Active Points)
Notes: The Mineur Orb turns to Gold and projects a restorative light.
0
2u   8)   Shocking Energy Blast 3d6 (vs. NND), No Normal Defense (Grounded, Insulated, Not Conductive; +1) (30 Active Points) (uses END Reserve)
Notes: The Mineur Orb turns to Copper and projects a painful shocking bolt.
3
2u   9)   Lead Feat Density Increase (2,600 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points) (uses END Reserve)
Notes: The Mineur Orb turns to Lead and invisibly grants Alliage great strength, though at the cost of great density.
3
1u   10)   Slippery +30 STR (30 Active Points); Only vs Grabs & Entangles (-1 1/2), No Figured Characteristics (-1/2) (uses END Reserve)
Notes: The Mineur Orb turns to Quicksliver and projects a slipery coating around Alliage.
3
2u   11)   Alloyed Aegis Force Field (10 Flash Defense: Mental Group/10 Flash Defense: Hearing Group/10 Flash Defense: Sight Group) (30 Active Points) (uses END Reserve)
Notes: The Mineur Orb turns to Alluminum, and projects a protective aura around Alliage.
3
2u   12)   Argent Aura Force Field (10 Mental Defense/5 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points)
Notes: The Mineur Orb turns to Silver and projects a silvery aura around Alliage.
0
2u   13)   Quicksilver Skin Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Visible (-1/4)
Notes: The Mineur Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
0
Alchimie Moyenne Multipower
48 Multipower, 60-point reserve, (60 Active Points); all slots Physical Manifestation (-1/4)
5u   1)   Lead Poisoning Drain INT 6d6 (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Lead; if Alliage can touch it to someone their higher reasoning functions are severely hampered.
6
3u   2)   Argent Blade Killing Attack - Hand-To-Hand 2d6+1 (2 1/2d6 w/STR) (vs. PD), Affects Desolidified Any form of Desolidification (+1/2) (52 Active Points); No Knockback (-1/4) (uses END Reserve)
Notes: The Moyenne Orb turns to Silver and grows both a sharp blade and a hilt, witth orb forming the pommel.
5
4u   3)   Freeflow Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Contact With A Surface (-1/4)
Notes: The Moyenne Orb turns to Quicksilver and rolls in front of Alliage forming a slippery carpet upon which she slides effortlessly.
0
5u   4)   Argent Illumination Dispel Darkness 16d6, any Darkness power one at a time (+1/4) (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Silver and projects a beam of shining light that shatters any form of unnatural darkness.
6
3u   5)   Shining Orb Darkness to Sight Group 3" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Can Be Missile Deflected (-1/4)
Notes: The Moyenne Orb turns to Silver and projects a globe of silvery light that, if not deflected, blossoms into a shining sphere that blocks sight.
0
5u   6)   Shiny Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Silver and projects a bright silvery light that blinds others.
6
5u   7)   Auric Pep Aid END 6d6 (60 Active Points)
Notes: The Moyenne Orb turns to Gold and projects a soothing light that grants vigor.
0
5u   8)   Auric Revelation Healing Flash Damage 6d6 (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Gold and projects a soothing light that heals the senses.
6
5u   9)   Galvanic Arc Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Copper and projects a bolt of powerful electricity.
6
5u   10)   Zap Dispel Electronics 16d6, any Electrical power one at a time (+1/4) (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Copper and shines a reddish beam that grounds electronic devices, causing damage to objects.
6
5u   11)   Slippery Form Desolidification (affected by Magic), Reduced Endurance (1/2 END; +1/4), Difficult To Dispel (x2 Active Points; +1/4) (60 Active Points) (uses END Reserve)
Notes: The Moyenne Orb turns to Quicksilver and Alliage takes on the malleable properties of mystical Mercury becoming effectively Desolid.
2
2u   12)   Rebounding Arc Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Only vs Energy (-1), Costs Endurance (-1/2) (uses END Reserve)
Notes: The Moyenne Orb turns to Copper, intercepts incoming energy attacks, and redirects them.
5
4u   13)   Quicksilver Skin Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); Visible (-1/4)
Notes: The Moyenne Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
0
Alchimie Principal Multipower
72 Multipower, 90-point reserve, (90 Active Points); all slots Physical Manifestation (-1/4)
6u   1)   Wall of Alchemy Force Wall (18 PD; 4" long and 1" tall), Hardened (+1/4), Transparent to ED Attacks (+1/2) (89 Active Points); Restricted Shape (Dome; -1/4) (uses END Reserve)
Notes: The Principal Orb turns to Quicksilver and forms a misty wall of glittering particles that coallesce together when impacted or crossed to form a transluscent barrier.
9
5u   2)   Brazen Maul Hand-To-Hand Attack +7d6, Attack Versus Limited Defense (Power Defense; +1 1/2) (87 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve)
Notes: The Principal Orb turns to Copper and froms a handle; in this form it can be weilded as a club of mystical capabilities, inflicting 8 1/2d6 N damage vs Power Defense.
9
7u   3)   Make Heavy Entangle 4d6, 5 DEF, Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Backlash (+1/2) (90 Active Points) (uses END Reserve)
Notes: The Principal Orb turns to Lead and casts a mystic beam that renders a target so heavy it cannot move.
9
6u   4)   Freeflow Flight 25", x8 Noncombat, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Contact With A Surface (-1/4)
Notes: The Principal Orb turns to Quicksilver and rolls in front of Alliage forming a slippery carpet upon which she slides effortlessly.
0
4u   5)   Transmutation Minor Transform 7d6 (Any Metal Into Other Metal, Another Application Of This (or similar) Power), Improved Target Group (Metal; +1/4) (87 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) (uses END Reserve)
Notes: The Principal Orb cycles through all of the metals rapidly, and causes an object made of one metal to turn into another sort of metal.
9
3u   6)   Ferric Rust Killing Attack - Ranged 6d6 (vs. PD) (90 Active Points); Only vs Ferrous Metal (-2) (uses END Reserve)
Notes: The Principal Orb turns to Iron and causes Ferrous Metal to rapidly corrode.
9
7u   7)   Magnetic Barrage Killing Attack - Ranged 3d6-1 (vs. PD), Autofire (3 shots; +1/4), Penetrating (x2; +1) (90 Active Points) (uses END Reserve)
Notes: The Principal Orb turns to Iron and spins rapidly, flinging three sharp shards at high speed.
9
5u   8)   Magnetokinesis Telekinesis (40 STR), Reduced Endurance (0 END; +1/2) (90 Active Points); Only Versus Ferrous Metals (-1/2)
Notes: The Principal Orb turns to Iron and casts ferric red light that can magnetically move Ferrous Metals
0
7u   9)   Auric Rejuvenation Healing Simplified 9d6 (90 Active Points) (uses END Reserve)
Notes: The Principal Orb turns to Gold and casts a healing light.
9
7u   10)   Brilliant Light Energy Blast 18d6 (vs. ED) (90 Active Points) (uses END Reserve)
Notes: The Principal Orb turns to Gold and projects a light so bright it can kill.
9
7u   11)   Alchemical EMP Change Environment (Electro-Magnetic Field) 128" radius, Long-Lasting 20 Minutes, Invisible Power Effects (Fully Invisible; +1) (90 Active Points) (uses END Reserve)
Notes: The Principal Orb turns to Copper and realease a huge discharge of energy which destroys unsheilded electronics.
9
5u   12)   Arcing Bolt Energy Blast 9d6 (vs. ED), Area Of Effect (5" Any Area; +1) (90 Active Points); No Range (-1/2) (uses END Reserve)
Notes: The Principal Orb turns to Copper and projects a sizzling bolt of energy that electrifies anything in its chaotic path.
9
6u   13)   Quicksilver Skin Armor (24 PD/24 ED), Hardened (+1/4) (90 Active Points); Visible (-1/4)
Notes: The Principal Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
0
Alchimie Majeur Multipower
60 Multipower, 120-point reserve, (120 Active Points); all slots Physical Manifestation (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
5u   1)   Bulwark of Alchemy Force Wall (18 PD/18 ED; 4" long and 1" tall), Hardened (+1/4) (120 Active Points); Restricted Shape (Dome; -1/4) (uses END Reserve)
Notes: The Majeur Orb turns to Quicksilver and forms a misty wall of glittering particles that coallesce together when impacted or crossed to form a transluscent barrier.
12
6u   2)   Leaden Grip Entangle 4d6, 8 DEF, Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Backlash (+1/2) (120 Active Points) (uses END Reserve)
Notes: The Majeur Orb turns to Lead and casts a mystic beam that renders a target so heavy it cannot move.
12
6u   3)   Argent Glimmer Sight, Hearing, Smell/Taste, Touch, Mystic and Radio Groups and Spatial Awareness Images Increased Size (16" radius; +1), +/-5 to PER Rolls, Alterable Size (120 Active Points) (uses END Reserve)
Notes: The Majeur Orb turns to Silver and allows Alliage to project whatever image she can imagine.
12
5u   4)   Argent Orb Clairsentience (Sight, Mystic And Hearing Groups And Detect Invisibility), x4 Range (2,200"), +5 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 1,536" per Phase), Perceive into Astral (120 Active Points); No Range (Perception Point starts at Alliage and Must Be Moved Away) (-1/2) (uses END Reserve)
Notes: The Majeur Orb becomes Silver and extrudes a smaller Orb which streaks off at Alliages bidding. Alliage can see everything around the scout orb. She can also just have it follow her around granting her increased perception within her immediate area.
12
6u   5)   Auric Rebounder Healing STUN 3d6, Ranged (+1/2), Area Of Effect (9" Any Area; +1), Decreased Re-use Duration (1 Turn; +1 1/2) (120 Active Points) (uses END Reserve)
Notes: The Majeur Orb turns to Gold and casts a healing light that can heal many.
12
6u   6)   Arcing Aura Energy Blast 5d6 (vs. Power Defense), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (119 Active Points)
Notes: The Majeur Orb turns to Copper and surrounds Alliage with a protective aura that shocks anyone that touches it with mystic jolts.
0
5u   7)   Arcing Bolt Energy Blast 12d6 (vs. ED), Area Of Effect (6" Any Area; +1) (120 Active Points); No Range (-1/2) (uses END Reserve)
Notes: The Majeur Orb turns to Copper and projects a sizzling bolt of energy that electrifies anything in its chaotic path.
12
5u   8)   Quicksilver Skin Armor (32 PD/32 ED), Hardened (+1/4) (120 Active Points); Visible (-1/4)
Notes: The Majeur Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
0
539 Total Powers Cost

 Alliage  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
Internal Alchemist
27
1) +9 with Magic
3
2) KS: Internal Alchemy (INT-based) 13-
Faux Museum Curator
3
1) KS: Art History (INT-based) 13-
3
2) PS: Curator (INT-based) 13-
Museum Security Guard
3
1) PS: Security Guard (INT-based) 13-
1
2) Security Systems 8-
1
3) WF: Handguns
3 Linguist
2
1) Language: English (completely fluent) (3 Active Points)
0
2) Language: French (idiomatic) (4 Active Points)
0
3) Language: Greek (basic conversation; literate) (2 Active Points)
0
4) Language: Latin (basic conversation; literate) (2 Active Points)
46 Total Skills Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Dependent NPC: Prof Alfred Von Helwick 11- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
5 Money: Poor
20 Normal Characteristic Maxima
10 Psychological Limitation: Protects Objects D'Art (Uncommon, Strong)
10 Psychological Limitation: Truthseeker (Power Origin) (Uncommon, Strong)
10 Rivalry: Professional (Science Based Heroes; Rival is More Powerful; Group Rivalry; Seek to Outdo, Embarrass Rival; Rival Unaware of Rivalry)
10 Social Limitation: Professional Fraud (Occasionally, Severe, Not Limiting In Some Cultures)
15 Social Limitation: Secret ID (Frequently, Major)
25 Unluck: 5d6
125 Total Disadvantages Cost

 Alliage  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 3" Hair: Blonde
Weight: 90 lbs Eyes: Brown
See picture. Alliage also speaks with an accent that is commonly thought to be either French or French-Canadien.
PERSONALITY & MOTIVATION
Alliage tends to be naive and basically innocent of how things work in the real world, but she is pure of heart and her soul knows no fear. In many ways her Galahadian heritage is reflected in her steadfastness, loyalty, dependability, courage, and honesty.

Her motivations are simple and dual pronged. On the one hand she wants to learn as much as she can about her chosen field of study and continue to progress her career, and on the other hand she is determined to master her strange internal Alchemy powers and to use them to protect others from mystical threats they have no way to sheild themselves from.
CATCH PHRASE(S)
"A quoi bon? Are we never truly going to get ze coffee?"
POWERS & SPECIAL EFFECTS
Untutored in any normal fashion, Alliage subconsciously expresses her powers via the manifestation of what she calls "Alchemical Orbs". She even has a vivid memory of having found them in an exhibit. But in reality they are simply extension of her will made manifest to help her mind accept the use of Magical powers. Alliage has been making progress in overcoming this mental crutch, and she could be a very powerful general purpose Mage if she continues along that path.

When she uses her powers, Alliage manifests Orbs of various types of metal (Aluminum, Copper, Iron, Silver, Mercury (Quicksilver), Lead, and Gold). Each of her four Multipowers has an Orb assoicated with it which is defined as a Physical Manifestation. If one of these Orbs is destroyed the Power currently activated via that Orb is deactivated, and that entire Multipower is unavailable until Alliage can reform the Orb. It takes a 1/2 Phase for Alliage to reform a destroyed Orb.

She currently has a Mineur Orb (30 AP MP), Moyenne Orb (60 AP MP), Principal Orb (90 AP MP), and Majeur Orb (120 AP MP)

Alliage has a powerful combination of Mobility, Defensive, Offensive, and Utility abilities and when her slots are properly allocated to solve a certain prolem she is very potent. However poor allocation of her MP slots renders her effectively useless.

 Alliage  
ORIGIN
Largely unbeknownst to her Alliage is a scion of a heritage that can trace its roots back into legendary times to the line of Lancelot and the Fisher King Pelles. Ensorcelled to think she was Guinevere, Lancelot lay with Pelle's daughter Elaine and his son Galahad, the greatest knight in all the world, was the result.

Galahad grew to surpass all other knights in valor, and ability, even his mighty father, and was prophesied to be the knight who could find the Sangreal, the Holy Grail.

And so he did after a long quest and much peril, accompanied by his companions Percival and Bors, both stalwart knights in their own rights. The Christian monks that recorded the tales of Arthur's times interpreted the idea that Galahad was "married to the Grail" to mean he spurned the company of women and was chaste, dying a virgin. However this stemmed from their orthodox belief that the Holy Grail was an actual cup, when in fact it was a person; one of the descendants of Mary Magdalene and Jesus Christ.

This person was none other than Viviane, daughter of Merlin's one-time apprentice and bane Nimue. Galahad and Vivane had two children, a boy and a girl, and his boon companions Percival and Bors gathered some lesser knights together to form a secret order to guard their secret and protect the heirs of the Sangreal heritage.

From these legendary beginnings yet more branching and splintering and the mutating effect of time saw the rise and fall of several successor orders and the line itself branched off many sublines, many of which lost the knowledge of their true origin, an in the modern era many conspiracies and crack pot theories have abounded bearing some kernal of this ancient course of events.

The branched line of Galahad and Vivane has produced many influential, inspirational, and infamous scions since legendary times, many with more than human capabilities or at the very less possessing uncommon adroitness, including such notables as Nostradamus, The Valois family, Jean Dubuis, Jean-Julien Champagne, Fulcanelli, and perhaps even Joan of Arc or Giles de Rials.

However, young Danielle LeCuer knew absolutely none of this and had a rather unremarkable early life, humbly born into a working class family in Nice, France. Working class in Nice means working some kind of job to support the cities tourism trade. The Cote D'Azur has been the warm beach that the rest of Europe came to thaw out on since it was barbarian hordes making camp.

A carefree childhood in the warm sun could have been her lot in life but she was a serious young girl and the thing she liked to do most in all the world was to wander the halls of the several museums her mother and father worked as users and security for respectively on rotating basis. While her parents earned their meager pay she would meander around the museum displays reading the captures, listening to knowledgeable people's idle comments, and tag along with guided tours.

As she grew older she became increasingly scholarly, educating herself with frequent and lengthy library visits to find out more about specific artists and works and just following references as they came.. She felt drawn to history more than the present, resenting each newfangled hotel that squatted atop the artifacts of her city's past, and each callow visitor that affected interest in the finer things only to ruin paintings with their fancy cameras or just ignore them to play with the newest gadget.

At 15 she began work herself as a tour guide on the weekends and after school, helping her parents make ends meet. More than anything she wanted to go to college and pursue a degree as a curator but her family could not afford any such thing so at 19 Danielle got a second job as a security guard thanks to her dad's connections. As the years passed she had to watch the museums turn to technology in their endless struggles to attract patrons and tourist and cut costs as much as possible. Replicas of things rather than original articles, headphones reciting canned and watered down information, and even "virtual tours" whereby tourists sat and watched a MOVIE of the museum's displays rather than actually walking around and seing the actual displays just down the hall! When she was 20 her tour guide job was eliminated in favor of technology, forcing her to earn her entire living as a security guard.

Turning somewhat bitter Danille purposefully started seeking out opportunities to work the night shift and gain more hours in the time blocks the other guards did not like to work, and soon made a practice of delving into ignored and abandoned bits of history in the museums in between her rounds, the items stored behind the scenes and only put out on the floor when more high profile items weren't available or were on loan. Those nuggest she could have all to herself, and it help assuage her inquisitive scholarly impulses, and of course she still continued her practice of visiting the Libraries to follow up on information that caught her fancy.

One museum she worked had a vault of writings by the medieval scientist Paracelsus, an important thinker in the history of science and medicine, but, overshadowed by modern appreciations, also one of the great figures of Alchemy. Researching Paracelsus uncovered references to dozens of other works, Alchemists, suspected Alchemists, Arcimists, and any number of miscellaneous esoteric and difficult to get to the bottom of books. The more she researched the more obsessed she became with the idea of Alchemy and at some point she crossed the line from studying it in an objective fashion to assuage her curiosity to actually believing that some of it might be for real.

As her interest, or obsession as her father put it, grew she became even more detached and distant from the people in her life. Finally, after the last in a long series of rows with her parents Danielle decided to go somewhere more "serious" and moved to Paris. Uncertain if her background would actually qualify her for work in France's premiere museums, she arranged a ruse to make up a new identity for herself. Prior to her departure she had started up correspondence from Nice with a Parisian scholar of some repute, an old man well known in the museum community for his donations as well as academic contributions. Nicole used her knowledge of little-known histories, and especially alchemy, to carry out an intelligent discourse for quite some time. Telling her fellows at the museum she was trying to protect herself from the attentions of a dirty old man - something they were all too familiar with in Nice - Nicole had the correspondence sent to the museum's address under the name Nicole Leculier. When Danielle felt she'd won over the old man, she informed him of her intention to tranfer to Paris and asked him to write her a recommendation to several museums including the Louvre.

With no proof of advanced schooling the recommendation wouldn't carry her far enough to reach her true goals, but it was enough to get her a position as an exhibit attendant, and within a few months she had proved her talents and became an assitant to a curator responsible for Middle and Late European exhibits. Danielle also visited as many of the other museums Paris had to offer and continued her researches on her own. She kept up her interest in alchemy, finding vast collections of colored manuscrips, woodcuts, and engravings on the subject. She continued to keep up correspondence with her elderly benefactor, though she never met him in person, and he continued to grease hinges for her and allow the young woman access to many half forgotten treasures.

So it was that one evening when she was 26 she found herself in a dusty and ignored storeroom in the back of the museum inventorying a recently delivered donation from a deceased person's private collection she uncovered several carefully wrapped artifacts of ancient Alchemy. Giddy with the exploration she found her attention drawn to an ancient metal box of beautiful construction and exquisite detail that when opened revealed a leather and velvet lined container for six orbs of different metals in a circle and a glass orb filled with quicksilver in the middle.

Reaching out to touch the center orb caused the most unsual thing to happen; the glass shattered even before her hand made contact and the quicksilver flowed out of the box and onto her skin, rapidly coating her entire body in a shifting silvery sheath, and the other six lifted up of their own accord and began spinning around her body in a complex helixical pattern, moving faster and faster and getting closer to her skin with each revolution until they were all just a continuous blur and were finally gone, absorbed into her body, along with the quicksilver skin.

After this Danielle was able to get herself under control before anyone else was any the wiser, but she found herself filled with the knowning of how to manipulate Alchemical concepts by will alone by manifesting the one or more of the seven elements of the orbs. This knowledge didn't feel invasive or externalize, it felt more like knowledge that she always had and now remembers when needed.

However she didn't have long to deal with these changes before she felt a pressing need to be somewhere else...in Millennium City in far off America as a matter of fact. Increasingly strong and frightening dreams warning of a some vast evil be released upon the world if she didn't go haunted her and she gave in within two weeks of discovering the Orbs. Thanks to some language barrier confusion several strong recommendations from her benefactor and those she had worked with and for in Paris, and her good interviewing skills gained her a junior curatorial position at the Millennium City museum despite her lack of formal education, and she took flight immediately thereafter.

After living in Mill City less than a month Danielle began to explore her abilities. She chose the name "Alliage", which means alloy in French, as her hero name and soon became involved in defusing what appeared to be a dangerous bomb in Mill City's park, assisting the Millennial Men member known as Rook, and later assisting him in a raid on a factory full of powerful robotic minions called T.H.U.G.s After that she became directly involved with all of the active Millennial Men and several heroes new on the scene as well to seek out and stop a complex and murderous scheme of the Black Paladin's and what originally was thought to be Talisman but was later revealed to be the spirit of a black witch from Arthurian times named Chantal.

At one point Alliage became a prisoner of Chantal's in her mystical pocked dimension, and it was fron this time that Alliage discovered several key things about her heritage and her powers. Chantal informed her that she could sense in Alliage the blood of Chantal's greatest enemy, Lancelot. Chantal also indicated that the Seven Orbs were not real magic items at all, but merely manifestations of Alliage's mystic will; her crutch by which she conceptualized Magic. Chantal implied that the entire scene where Alliage first found and absorbed the Orbs was one entirely manufactured by the subconcious to help Alliage rationalize and visualize her powers. It was Alliage's mystic awakening in short and may have been partially or entirely in her mind.

Chantal and Black Paladin's scheme was stopped with great effort and Alliage returned to the normal world from Chantal's pocket dimension. Durin her adventures she recovered a book and some notes that are relevant to her heritage which might lead to her discovering more of her unique ancestry. She had also been mentored and assisted by the more experienced and knowledgeable mystic hero known as Legend, and the two had struck up a repoire. Legend had indicated that he considered himself to be her mentor and protector in matters mystical until such a time as she surpasses his ability to teach her.

True to his word Legend spent many months working directly with Alliage helping her to improve her unique brand of Magic further, and the two of them have had several small adventures including a reoccurring run in with some DEMON cultists.
Character created with Hero Designer (version 2006053109)