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Firefly
Firefly
Arwen Galadriel MacLeod (AKA "Jill")
Cost Characteristic Value Roll Notes
-2 STR 8 11- Lift: 75.8kg; HTH: 1 1/2d6; END: [1]
57 DEX 29 15- OCV: 10  DCV: 10
16 CON 18 13-
-4 BODY 8 11-
3 INT 13 12- PER Roll: 12-
2 EGO 11 11- ECV: 4; Mental Defense: 7
5 PRE 15/19 12- / 13- PRE Attack: 3d6 / 3 1/2d6
5 COM 20 13-
7 PD 9   Total: 20 PD (11 rPD)
5 ED 9   Total: 20 ED (11 rED)
21 SPD 6   Phases: 2, 4, 6, 8, 10, 12
0 REC 6   Running: 1" / 2"
0 END 36   Swimming: 1" / 2"
0 STUN 21   Flight: 13" / 26"
 
Firefly | Summary
Real Name: Arwen Galadriel MacLeod (AKA "Jill") Hair Color: Black
Concept: Mystic/Energy Blaster Eye Color: Green
Affiliation: Hero City Height & Weight: 1' 0" (0.30 m) / 2 lbs (1.00 kg)
Played By: Matthew Northrop Date of Birth: 12 December 1984
Created By: Matthew Northrop Place of Birth: Carmarthen, Wales
Cost Powers END
21 Arcanokinetic Aura: Elemental Control, 42-point powers
16 1) Arcanokinetic Flight: Flight 13", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (45 Active Points); Restrainable (-1/2) 0
20 2) Arcanokinetic Defensive Screen: (Total: 45 Active Cost, 39 Real Cost) Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2) (15 Active Points) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked (Force Field; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) (Real Cost: 12) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked (Force Field; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) (Real Cost: 12) 0
14 3) Arcanokinetic Field Sense: Detect Physical Objects and Magic A Large Class Of Things and Each Extra Thing or Class of Things 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (42 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Costs 1/2 Endurance (-1/4) 2
24 Arcanokinetic Projection: Multipower, 60-point reserve, (60 Active Points); all slots OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4)
1u 1) Arcanokinesis I: Telekinesis (10 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF (Crystal Baton; -1), Gestures, Requires Gestures throughout (TK effects mimic hand motions; -1/2), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/4 normal.]
1
2u 2) Arcanokinesis II: Telekinesis (40 STR) (60 Active Points); OAF (Crystal Baton; -1), Gestures, Requires Gestures throughout (TK effects mimic hand motions; -1/2), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/4 normal.]
6
2u 3) Arcanokinesis III: Telekinesis (10 STR), Affects Porous, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); OAF (Crystal Baton; -1), Gestures, Requires Gestures throughout (TK effects mimic hand motions; -1/2), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 4) Arcanokinetic Bubble: Force Wall (12 PD; 3" long and 1" tall), Hardened (+1/4), Transparent to ED Attacks (+1/2) (59 Active Points); OAF (Crystal Baton; -1), Restricted Shape (Globe Only; -1/4), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 5) Arcanokinetic Bolt: Energy Blast 12d6 (vs. PD) (60 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/4 normal.]
6
2u 6) Arcanokinetic Hammer: Energy Blast 6d6 (vs. PD), Area Of Effect (One Hex; +1/2), Penetrating (+1/2) (60 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 7) Arcanokinetic Shotgun: Energy Blast 6d6 (vs. PD), Armor Piercing (+1/2), Explosion (Cone; -1 DC/2"; +1/2) (60 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 8) Arcanokinetic Wall: Force Wall (10 PD/10 ED; 6" long and 1" tall) (60 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 9) A Drop of Honey: Entangle 3d6, 5 DEF, Area Of Effect Accurate (One Hex; +1/2) (60 Active Points); OAF (Crystal Baton; -1), Cannot Form Barriers (-1/4), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 10) Elf-Shot Bolt: Killing Attack - Ranged 1d6 (vs. ED), No Normal Defense (Regeneration or LS: Immortal; +1), Does BODY (+1), +4 Increased STUN Multiplier (+1) (60 Active Points); OAF (Crystal Baton; -1), Damages Living Targets Only (-1/2), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/4 normal.]
6
2u 11) Faerie Reel: Drain DEX, END, SPD, Running 1 1/2d6, Penetrating (+1/2), Area Of Effect (One Hex; +1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Ranged (+1/2), [four powers] simultaneously (+1) (60 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/10 normal.]
6
2u 12) Ghost Bolt: Energy Blast 3d6 (vs. ED), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1), Attack Versus Limited Defense (Power Defense; +1 1/2) (60 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/4 normal.]
6
2u 13) Stun Bolt: Energy Blast 9d6 (vs. PD), STUN Only (+0), Reduced Endurance (1/2 END; +1/4) (56 Active Points); OAF (Crystal Baton; -1), Shared Framework Effects (with Elemental Control) (-1/4), Limited Range (-1/4) (uses END Reserve)
     [Notes: Range limit is 1/4 normal.]
2
9 Arcanokinetic Power Storage: Endurance Reserve (150 END, 5 REC) Reserve: (20 Active Points); OAF (Crystal Rod; -1); REC: (5 Active Points); OAF (Crystal Rod; -1), Personal REC (-1/2) 0
15 Faerie Immortality: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) 0
5 Favored by Fortune I: Luck 1d6 0
5 Favored by Fortune II: Power Defense (5 points) 0
5 Irrepressible Spirit I: Mental Defense (7 points total) 0
2 Irrepressible Spirit II: +4 PRE (4 Active Points); Defensive Use Only (-1)
6 Sustained by Magic: Life Support (Eating: Character does not eat; Sleeping: Character does not sleep) 0
Tiny Creature Package
8 2) Easily Hidden: +6 with Concealment (12 Active Points); Self Only (-1/2)
30 3) Hard To Hit: +6 with DCV
12 4) Hard To Perceive: +6 with Stealth
-10 4) Tiny: Physical Limitation: Tiny
     [Notes: This character is permanently 1 foot tall or shorter. Normal existence with other people and the world at large is almost impossible, as everything is built on a scale that is gigantic to her.]
Cost Talents
5 Arcane Awareness: Magesight
12 Instinctive Evasion: Combat Luck (6 PD/6 ED)
Cost Skills
5 +1 with Arcanokinetic Projection
2 +1 with Flight
3 AK: Southern Wales (INT-based) 12-
3 Deduction 12-
0 Everyman Skills
Acting 8-
AK: Cambridge, Massachusetts 11-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (idiomatic)
Paramedics 8-
Persuasion 8-
PS: Student 11-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
4 Hero City Team Package
AK: Company Theme Parks 11-
Contact: Hero City Staff (Contact has access to major institutions, Contact has significant Contacts of his own, Contact: Hero City Staff (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 11-
[Notes: Staff includes Dr. Mike Bowman, Josiah Gold, Pix'l, Troff, Yvonne Ridley-Swank, Lloyd Baumler, Mister Toad, Minnie, and Daisy.]
Fringe Benefit: Hero City Team Member
Hero City Communicator: Mind Link, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x16) (45 Active Points); Only With Others Who Have Mind Link (-1), Flashed As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)
Reputation: True-Blue Corporate Heroes (A large group) 11-, +1/+1d6
Reputation: Cool Heroes (Among Kids) (A small to medium sized group) 11-, +2/+2d6
TF: The Rail
Monitored: Media 8- (More Pow, NCI, Watching)
Social Limitation: Celebrity
Social Limitation: Subject to Orders (Frequently, Minor)
4 Language: Welsh (idiomatic)
2 Language: Japanese (basic conversation)
3 Persuasion 12- (13-)
3 Power: Telekinetic Tricks (DEX-based) 15-
16 Scholar
KS: Celtic Folklore 11-
KS: Celtic Music (INT-based) 12-
KS: Faerie Magic (INT-based) 12-
KS: Fantasy Literature (Classic) (INT-based) 12-
KS: Fantasy Literature (Modern) (INT-based) 12-
KS: Fantasy Movies 11-
KS: Japanese Animation 11-
KS: Media Relations 11-
KS: The Corporation 11-
3 Stealth 15-
[Notes: Gets +6 from small size.]
200+ Disadvantages
20 Distinctive Features: Obvious Uberhuman (1' Tall With Wings) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Distinctive Features: Bright Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
15 Physical Limitation: Suffers Double Knockback (Frequently, Greatly Impairing)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Makes Friends Easily (Common, Strong)
20 Psychological Limitation: Will Not Kill (Common, Total)
10 Psychological Limitation: Uneasy About Facing Magical Opponents (Uncommon, Strong)
15 Psychological Limitation: Uses Sarcasm As A Defense Mechanism (Common, Strong)
1 Quirk: Doesn’t Need to Eat, But Still Loves Chocolate
1 Quirk: Mild Respiratory Allergy to Necromantic Magic (It Makes Her Sneeze)
1 Quirk: Still a Kid at Heart, Very Emotionally Demonstrative
15 Social Limitation: Permanent Identity (Frequently, Major)
10 Susceptibility: Pure Iron, 2d6 damage per Minute (Uncommon)
5 Vulnerability: 1 1/2 x STUN Iron or Steel Attacks (Uncommon)
5 Vulnerability: 1 1/2 x BODY Iron or Steel Attacks (Uncommon)
18 Experience Points
Firefly | Points Summary
Characteristics Cost: 104 Base Points: 200
Powers Cost: 207 Disadvantages: 153
Talents Cost: 17 Total Experience: 18
Perks Cost: 0 Spent Experience: 23
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 48 Total Points: 371
Background

At some level, perhaps, her parents were simply asking for trouble, naming her what they did—but they could hardly have expected things to turn out like this. Once upon a time, both of her parents (Gina and William) were hopeless fantasy geeks—they met while in college, during the early 1980s when Dungeons and Dragons was first becoming well known. Her father was heavily into computers, while her mother was more into literature and poetry. After graduation, they got married and moved to Swansea, Wales, where Gina’s parents lived. While Gina taught part time and worked on her graduate studies, William helped local businesses and schools enter the computer age. The two of them were on their way home from a lecture presentation at the Dylan Thomas house in Laugharne when Gina went into labor—unexpectedly and two weeks early. Realizing that they would never make it home in time, they ended up in the market town of Carmarthen, where their daughter was born.

Arwen was born healthy, but after a few months, she got pretty sickly; both her parents thought that she was going to die. Perhaps in a wry attempt at humor, Gina joked that the faerie kin had traded her real daughter for a changeling. In America, perhaps, nothing would have come of the remark, but the Fair Folk still had ties to some parts of the British Isles, and one of them heard Gina’s quip. Luckily, it was one of the gentler fae, and so it was that Arwen acquired a real “fairy godmother.” Almost immediately, her health woes vanished. And that was just the beginning…

Perhaps Gina chanced to see one of her daughter’s occasional visitors, or maybe she developed the interest on her own. Either way, she began to work on researching the folktales and legends of the Fair Folk, becoming ever more interested in the stories of “hidden worlds.” Her husband, however, become more engrossed in computers and technology—evermore a creature of the modern, purely physical, and logical world. Likewise, his career led away from Wales more and more often, and he and his wife had less and less to talk about. In time, Gina and William agreed to a separation. Arwen spent the warmer months with her mother and grandparents in Wales. She loved the unspoiled countryside and the lovely natural views, often spending days just riding around on her bicycle exploring and enjoying. Her mother made sure that she had a proper interest in fantasy—both modern authors and the “classics”: J.M. Barrie, Lewis Carroll, Robert Louis Stevenson, C.S. Lewis, and, of course, Tolkien. Peter Pan was always a family favorite: They said that Barrie was a distant relative. Arwen spent the rest of her time with her father just outside of Boston. While intriguing; the urban lifestyle didn’t hold her attention as much as the Welsh countryside did. And, of course, the other kids teased her about her name; she usually ended up using the name “Jill” instead—a contraction of her middle name, and nice and safe.

Just after her fourteenth birthday, though, things underwent a terrible change: Her mother vanished without a trace. To compound to her own sadness, Jill soon found out that Cambridge was now her home full time. Her father simply didn’t see the sense in flying her off to spend half her life with her grandparents: They were too old to manage a teenager.

Jill muddled through high school; she was popular enough, but didn’t really fit in with any particular crowd. Her father was a very practical man now; almost every trace of his younger nonconformity had long since been lost. He insisted that Jill make serious plans for her future, including a good college and solid career plans. Jill didn’t want anything of the sort. She wanted to see the world, and maybe to study literature or creative writing. When it came right down to it, she avoided an immediate entry into college by the simple expedient of not mailing any applications. Her father was furious, but there was nothing he could do at the time, though he did insist that she take some community college courses in the fall.

Jill decided to make the most of the freedom she had won. Two days after her high school graduation, she was on a plane to London, and then a train to Swansea. Her grandparents were overjoyed to see her, and they also had some “presents”—things that her mother had left before her disappearance. Most of it was handwritten: poetry and stories that melded classical folklore and modern elements. Some it even seemed to have been written in the first person point of view, but surely none of this had really happened—it was all too fantastic. Jill had a wonderful time there, visiting all her old favorite places and finally beginning to come to terms with her mother’s “death.” But all too soon, the summer began to wane, and Jill began preparing to return to the states. As it turned out, it wasn’t that easy.

She could have taken the train all the way from Swansea, but she wanted a last tour to remember, so she decided to ride her bicycle to Cardiff and get on the train there. Then, in a sudden rainstorm, she disappeared, just as her mother had years before. In truth, her bike went off the wet road, dumping her into an overgrown ravine—and her body died. But her old friends among the Fair Folk had not forgotten her. At the moment of death, her soul was taken across into the Hidden Lands. And the first to welcome her was her own mother, who had come across from the mortal realm alive and unhurt. In fact, she held quite a position of honor among the Fair Folk as a poet and storyteller—and also as a mage. While she was incredibly happy to see her daughter again, she had much to do, and very little time.

The first step was to acquire a new body. Jill’s mortal shell was dead for good. While Gina worked the magic, it was Jill’s own desires, both conscious and subconscious, that actually chose her new form. As it happened, she ended up as a pixie; faerie magic is as capricious as its practitioners. And then mother and daughter had a brief reunion—far too short for Jill’s tastes. But even here, the boundaries between worlds were strong and difficult to penetrate. If Jill stayed too long, she would be trapped forever as her mother had been. As unusual as her new body might be, Jill knew that she was not ready to leave the mortal world. So her mother and her new friends took what precious time they could to give her as much information as possible about her new form. Much of what they conveyed was theory. No one was quite sure how a human soul and a faerie body would interact. In a private meeting, another pixie passed along a critical secret—the preparation of the faerie weapon called “elf-shot.” Unfortunately for Jill, her tutor was a male pixie, and the lessons that he passed along were actually rather dangerous, as the two pixie genders normally channel their arcane energies quite differently, and the longer she used his lessons, the more danger she was in—in effect the way she was wielding her powers was like a ticking time bomb within her… No one realized this until after she had been returned to the mortal world, beyond the reach of those who might have been able to warn or correct her.

And her mother did send her back—not without effort, though—the agony that both mother and daughter suffered was incredible. Returned to the “real world,” Jill began to adapt to her new form. Some things were easy—for one thing, she could fly. Other things were not so easy. Her father, for instance, didn’t believe a word of her story; in fact, he didn’t even really believe that she was his daughter at all. After a good bit of magical and mental testing from various authorities, the government accepted that she was still Jill MacLeod—even nonmagical uberhumans had undergone comparable changes in the past. Still, her father could not be convinced. Lawyers on both sides were called out, and the press joined in as well: first the tabloids, and then the serious news outlets. Finally, Jill simply gave up. She was old enough that her father could not be forced to support her, she didn’t want his acceptance badly enough to endure an eternity of court proceedings.

For a time, she was at loose ends and she ended up simply wandering down the East Coast rather aimlessly—with no real mortal requirements, she had a great deal of freedom. It was during her travels that she first tried her luck as a heroine—mostly just dealing with mundane criminals. Almost without realizing it, she ended up in Florida, at a park that was somehow very familiar to her—even though she had never been there before. Somehow, the place seemed to feel almost like the Hidden Lands. In other words, it felt kind of like coming home. Entranced, Jill paid her way in—the ticket clerk didn’t even bat an eyelash at her appearance. She had only been inside for a moment, though, when someone mistook her for an animatronic “performer”—security arrived almost instantly (perhaps the ticket clerk, despite his apparent indifference, had alerted them, or maybe they just knew…). Shortly thereafter, the “suits” arrived. When they finally determined that she was, in fact, an honest tourist, they seemed kind of pleased. The next thing that they handed her was a very special job application.

Her career as a member of the Hero City team did not exactly get off to an auspicious start. During the chaotic events that surrounded the group’s debut, she ran afoul of the murderous doll Small Wonder. While Firefly herself was hurt, she saw two of her teammates narrowly escape a more gruesome fate and the incident was deeply upsetting to her. She was also present some time later, when the Comets made their escape from the clutches of the justice system—and during that particular incident, she was quite badly hurt by a rogue tornado summoned by Twister of the (ever helpful) Heroes of Filmland. In fact, Firefly was in a coma and near death. It was only in such a perilous state that her mother’s magecraft could reach her, drawing her into the realms of Faerie once more.

Firefly spent what felt like weeks in a secluded pocket of the Hidden Lands, studying and training so that she could learn the proper ways to use the abilities that came with her pixie form. In an effort to get her to return to the mortal world of her own free will, her mother used simple trickery, creating the appearance of an unwinnable battle. As expected, Jill took the offered portal back to the “real” world, this time for good. When she returned after her extensive training and recovery, however, she found that it was still the same day that she had left. In the realms of Faerie, time was a rather nebulous concept at best.

Personality

Jill is spunky and high-spirited, a born cheerleader and “social butterfly.” She is friendly and open, and always has a smile on her face. She is also quite energetic and active, always up for some fun (or mischief). While she is typically cheerful, she does maintain a nearly lethal reserve of sarcasm—though she usually saves that for either those rare things that she simply can’t stand or for people who have proved themselves to be deserving of such treatment. Where most people might curse or scream, she gives a wry smile and a coolly delivered cutting comment—she never swears. At this point in her life, she is still more than a bit naïve and immature, especially when judging new acquaintances—though that is slowly beginning to change. She seems to make friends easily enough (or perhaps too easily), but her most vicious sarcasm is aimed at those that she feels have taken advantage of her good nature. Some people have said that she has real heart of gold—and a tongue like a shot-loaded bullwhip.

While some of her former hobbies are impossible in her new form, she still retains a fondness for fantasy novels—she was very impressed with the Lord of the Rings trilogy of movies (especially Orlando Bloom’s part) and has developed an interest in Japanese anime, mostly the Miyazaki films that Hero City’s patron corporation distributes. She has also been developing some new habits related to her metabolism—while she does not need to eat, she still loves chocolate, and since she no longer actually needs sleep, she has become quite a morning person (she especially enjoys watching the sunrise).

Quote

"My motto is 'Putting the 'magic' back in the Magic Kingdom.'"

Powers

Firefly has a diverse selection of powers, most of them related to her pixie physiology. Like all faerie, she has surprising durability, both in mind and body, and she is unnaturally quick and graceful. In fact, her metabolism is almost entirely magical in nature: She needs no food or sleep and she is impervious to many normal hazards, including aging and disease. Like many magical beings, she has some gift for sensing supernatural phenomena.

Firefly also generates an aura of energy that surrounds and infuses her body. While magical in nature, it is similar to traditional telekinesis. While all pixies seem to possess some measure of this power (it is how they fly), Jill seems to have an unusually strong gift. Within her body, the energy boosts her strength and durability. By extending it to her immediate area, she can generate a protective field and fly; her wings serve to direct and focus the energy and she is exceptionally manueverable. With a bit of effort, she can extend the field, granting a radar-like sense of her surroundings. All of these effects generate a visual signature of soft golden light.

Using her crystalline baton as a focus, Firefly can unleash a variety of effects of projected magical force. In addition to abilities that closely resemble telekinetic powers, she can create certain effects that are more magical in nature, like blasts that can harm insubstantial beings. This weapon must be actively charged with arcanokinetic energy; its power reserve does not replenish itself automatically.

Appearance

Firefly’s appearance is rather distinctive, for a number of reasons. Most obvious is her size: She is almost exactly a foot tall, with a slender, athletic build. Most of her wardrobe consists of modified doll clothes—Barbie, G.I. Joe, that sort of thing. Almost equally obvious are her wings—glittering crystal when at rest, a gossamer rainbow when in use. These wings serve to focus and direct her flight, but this is a psychokinetic ability, not one borne of muscular action. Thus, her wings do not “beat” like a bird or a butterfly, but they do flutter and shift as the energy passes through them. Given her rather small size, it takes a close look to discern her last unusual feature: Like most mythical sprites, she is almost unnaturally attractive, in an exotic way—slender and well built, with a perfect tan, an impish and engaging smile, and long, curly hair. As with many faerie, her ears are slightly pointed, and her eyes are a touch larger than normal—they glitter like emeralds. So far, she doesn’t really have a “costume”; most of the choices available to her would be taken from the action figures of well-known hero types, and she doesn’t want to be a copycat. She usually just wears black shorts and a dark green backless top. She is nearly always armed with a slender crystalline baton about five inches long. Although it is roughly the size of a pencil in human terms, on Firefly's scale, it is almost as large as a baseball bat. The baton usually glows with a soft golden light, and it allows her to focus her arcanokinetic energies outward in a variety of magical force effects. When she isn’t actively wielding the baton, it is slung on a strap across her back, between her wings.