[Mutants & Masterminds] A World Less Magical But No Less Fantastic

Voltron64

Adventurer
Actually, if I were mapping them to anyone -- Litota is something of a deconstruction of Kanto, Madame Zozostrz is a mix of Granny Goodness and Baba Yaga, Bruyonne is Lashina and Nebula, and Singularity is basically just "wow, what a cool monster I just read about". Though he has some similarities to Blaastar and thus Kalibak, now that I think about it.

Anyway. Next: Ananke.
Oh I noticed those too certainly, it's just that they also map to the Black Order quite well by the way.
 

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Davies

Legend
Ananke
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Long ago -- longer ago than this language has words to describe -- a group of extraordinarily powerful entities, whom we could call the Old Ones, realized that they needed still more power in order to accomplish a task that they had set for themselves. Thus, they sought out a source of power that they could use for this task, and eventually found one in the form of a living entity which was essentially a sentient, though non-sapient, galaxy. The Old Ones succeeded in binding the creature into a form that they could use to power their experiments in granting their power to other beings, allowing those creatures to ascend to a similar sort of immortality.

However, the Old Ones were somewhat surprised to learn that there were unintended consequences to their action. By binding the creature, they created another living entity who possessed a minute amount of that galaxy's power which could, theoretically, be used to undo the binding effect. And despite the Old Ones' best efforts, they were not able to destroy the being who had just come into existence. The best that they could manage to do was to move her from their part of the multiverse to another part … a world less magical, where hopefully no one would ever be able to use her to that end.

She found herself on a dark world and used what power she had to make it into a place where she would be comfortable, then sat on the throne she had created for herself and waited. A few of the Great Ones who ruled the galaxy in its early eons came to observe her, but they did not stay long. (Some of the oldest architecture on Daath shows signs of their construction, though.) They fell, in time, and the Titans eventually rose to take their place. Some of them were more interested in the gifts she had to give, such as one who sought to become the mightiest being in all reality. They learned that there was always a price to be paid for those gifts, though.

The Titans fell to the Olympians they had created to be their servants, and the Olympians were not kind to their former masters, especially the mighty being. When they made their way to Daath in turn, they took its ruler for one of the Titans, but found her to be impervious to any force they could direct against her. Some of them became part of her court, seeking the same secrets of power their mentors had. In time, they too fell away, though not before they gave her the name that she now bears -- Ananke.

And so, the long slow dance of time continued. The story of Daath spread to the civilizations that grew up in the aftermath of the Olympians' fall, and many came to seek power there. She granted it, usually, and accepted the service of those who offered it to her. They believed she could withdraw the gifts she had bestowed, which may have motivated their decision to serve her. (They also believed that she knew which gifts would result from her blessing; she did not and does not.) Some of them might have dreamed of a day when their powers would become such that they could overcome even her. That wish would never come true, though. Only one thing in all of reality can affect her in any way. Should someone solve the equation that she embodies, the binding will end, and she will cease to exist.

Aside from her invincibility, Ananke's own powers are surprisingly weak, which explains why she has always relied on others to rule and defend her planet. She can awaken powers in any being she wishes, but has no control over what is awakened, and the subject always pays a price of some sort. (She has no control over that, either.) She is certainly one of the most well-informed beings in the universe and can perceive into any other multiversal reality that her creators have influenced, or any visited by one she has empowered.

She wondered, when Abraxas came to her court, whether he would be the one to solve the equation. He has the capacity to do so. But he chose otherwise and saved Daath from the assault of Vulcan. While Ananke herself would have survived the devastation of her world, it would have been inconvenient, and he had demonstrated his power in an adequate way. So, she granted him the rule of the planet, and no other gift or curse. She gave that to the child he carried with him.

However, Ananke believes that another being from Earth, born around the time that Abraxas came to Daath, is much more likely to be the one to solve the final problem. But there have been many who might do so, and none ever have. Thus, she awaits the outcome vast with vast indifference. What happens after that, when all the realities created by the Old Ones dissolve into the mindless nuclear chaos that was and will be Azathoth ... is someone else's problem.

Ananke -- PL 18/X

Abilities:
STR
0 | STA 12 | AGL 4 | DEX 3 | FGT 0 | INT 12 | AWE 9 | PRE 9

Powers:
Cosmic Knowledge:
Comprehend Langugages 4 - 12 points
Empowerment: Feature 1 (empowerment) - 1 point
Impervious: Immunity 140 (Fortitude, Toughness, Will), Innate - 141 points
Nine Words of Mastery: Array (39 points)
  • Word of Banishment: Perception Range Movement 1 Attack (dimensional travel to prison dimension), Resisted by Will, Increased Resistance 12, Reversible - 1 point
  • Word of Death: Perception Range Damage 13, Resisted by Will, Hearing-Dependent - 39 points
  • Word of Life: Perception Range Healing 9, Resurrection - 1 point
  • Word of Motion: Accurate Easy Extended Teleport 9, Extended Only - 1 point
  • Word of Pain: Perception Range Cumulative Affliction 13 (Resisted by Will; Dazed, Stunned, Incapacitated), Hearing-Dependent - 1 point
  • Word of Rule: Perception Range Cumulative Affliction 13 (Resisted by Will; Dazed, Compelled, Controlled), Hearing-Dependent - 1 point
  • Word of Sight: Remove Sensing 11 (visual), No Conduit, Dimensional 3 - 1 point
  • Word of Stillness: Perception Range Nullify Magic 13, Broad - 1 point
  • Word of Terror: Perception Range Affliction 13 (Resisted by Will; Impaired and Vulnerable, Defenseless and Disabled, Incapacitated and Paralyzed), Extra Condition, Hearing-Dependent - 1 point
Truesight: Senses 7 (visual senses counter all concealment and illusions) - 7 points

Advantages:
Benefit (Ruler of Daath), Fascinate (Persuasion), Jack-of-all-trades, Speed of Thought, Well-informed.

Skills:
Expertise: Dimensional 10 (+22), Expertise: Galactic 11 (+23), Insight 12 (+21), Perception 13 (+22), Persuasion 12 (+21).

Offense:
Initiative +12
Unarmed +0 (Close Damage 0)
Word of Mastery -- (Perception Range Will 13)

Defense:
Dodge 8, Parry 6, Fortitude Immune, Toughness Immune, Will Immune.

Totals:
Abilities 98 + Powers 215 + Advantages 5 + Skills 29 + Defenses 10 = 350 points

Complications:
None. Really, None.
 
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Voltron64

Adventurer
She found herself on a dark world and used what power she had to make it into a place where she would be comfortable, then sat on the throne she had created for herself and waited. A few of the Great Ones who ruled the galaxy in its early eons came to observe her, but they did not stay long. (Some of the oldest architecture on Daath shows signs of their construction, though.) They fell, in time, and the Titans eventually rose to take their place. Some of them were more interested in the gifts she had to give, such as one who sought to become the mightiest being in all reality. They learned that there was always a price to be paid for those gifts, though.

The Titans fell to the Olympians they had created to be their servants, and the Olympians were not kind to their former masters, especially the mighty being. When they made their way to Daath in turn, they took its ruler for one of the Titans, but found her to be impervious to any force they could direct against her. Some of them became part of her court, seeking the same secrets of power their mentors had. In time, they too fell away, though not before they gave her the name that she now bears -- Ananke.
That Titan who sought to become the mightiest being of all, was it someone we already know or someone we have not yet?
And so, the long slow dance of time continued. The story of Daath spread to the civilizations that grew up in the aftermath of the Olympians' fall, and many came to seek power there. She granted it, usually, and accepted the service of those who offered it to her. They believed she could withdraw the gifts she had bestowed, which may have motivated their decision to serve her. (They also believed that she knew which gifts would result from her blessing; she did not and does not.) Some of them might have dreamed of a day when their powers would become such that they could overcome even her. That wish would never come true, though. Only one thing in all of reality can affect her in any way. Should someone solve the equation that she embodies, the binding will end, and she will cease to exist.
That equation, the Equation of Fate...
Complications:
None. Really, None.
Not even Motivation - Await Her Unbinding?

(And what she can't wait a few trillion years till the Big Crunch to pull that off instead of now?)
 


Davies

Legend
Also, she has been waiting for billions of years, and yes, she can wait that long. She doesn't care when it happens, so her motivation cannot be used to move her to action, which defeats the point of having it as a motivation.
 

Davies

Legend
Roman Statia
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One question that Roman Statia frequently finds himself wondering, as he skims through reports on the activities of the caped and costumed crowd, is whether it is more courageous to believe in something, as they seem to do, or to believe in nothing, as many of his associates -- well, former associates, really -- are inclined to do. He can understand the appeal of that sort of nihilism, as it does seem to be the rational response to the fact that the world only makes sense when you force it to do so, but he's never quite been able to embrace it.

When he was a child, Roman believed that the world made sense. There was his family, related to all the other ancient families in one way or another, an invisible aristocracy that guided the world and always would; and there was everyone else, who were all basically pawns on the chessboards of the world. In 1987, when he had not yet turned 18, he found himself catapulted into the heights of that aristocracy, when his father and mother were murdered by the Pythonian Insurgency, whom the Statia family had been supporting financially up until that point. Needless to say, Roman cut all ties to the terrorists, and urged his fellow ancients to do the same. He was ... well, not really surprised but certainly revolted by how many of them refused to do so, despite the losses material and personal that they were suffering.

Eventually, the Insurgency ended, and many of the leading members of the mutant families suffered further for their role in it, while the Statia clan prospered, relatively speaking. But Roman was left to wonder why his parents had died, and none of the resources he had at his disposal would answer that question. And then he heard rumors that a private security firm was forming from the remnants of those who'd fought against the Insurgency, and it occurred to him that these people might know more than the public record would reveal. So he contacted them and invested a fair amount of his personal fortune into their new business, and so helped to form Argus.

For his investment, and the intelligence that he provided about his kind -- nothing that they couldn't discover from other sources, but confirmation was nice -- he was given the title Director of Mutant Family Activities. Roman accepted this, though he had no intention (then) of providing them with further insights into the secrets of his kind, only in discovering what they knew about the reasons behind his parents' deaths. And lo and behold, in their files was information gained from interviews by JSOT personnel of the assassins themselves -- who claimed that Pythia herself had ordered the hit, claiming that the Statias were planning to betray the Insurgency.

But that made no sense. His father had been pleased with the results of that alliance, and commented to Roman that he thought the Pythons would be a much more useful tool to control the world than the various mundane governments had ever been. Whatever had actually motivated Pythia's decision had died with her, but Roman had the disturbing feeling that it might have been for the simple intent that he'd be where he was at that point, or even just to amuse herself.

For a bit more than a decade afterwards, he walked a delicate line between his responsibilities to Argus and those he had to the Families. He directed operations only against those of the ancients who had fallen out of favor with the rest, and steered the company away from those of his peers whom Roman still respected. But he kept finding it harder and harder to feel respect for these petty would-be godlings and their constant jockeying for influence. Through it all, he maintained his own businesses at a comfortably static level, growing only as much as was needed to stay a bit ahead of inflation.

Finally, in the aftermath of Zane's coup, his role in Argus was exposed to the rest of the Families, and he found himself no longer welcome in their company. Still unwilling to use his role against these people who'd decided that he was their enemy, he stopped attending company meetings -- while still making himself available for personal discussions with other Directors of the company, if need be. Roman is starting to feel his age, and would consider retirement if he could find some way to do so safely.

With regards to his personal powers, Roman has the ability to slow down time for those around him, both incapacitating living beings in his vicinity and also providing them with the same protection from injury that he himself enjoys, by slowing damaging effects down enough that they do little if any damage. His powers in this respect are not particularly versatile, as he does not seem to be able to speed his own activities up as Exelion can, but it's possible that he's reserving his full abilities for an especially dangerous situation.

Roman is married to another member of the families, who has minor healing powers. The relationship was arranged when they were both children, but they saw no good reason not to wed once Roman found himself the head of his family. It's not a particularly warm or intimate relationship, and has never produced any biological offspring, but they have adopted a number of children, most notably several members of the other families who were abandoned for failing to demonstrate any powers or the wrong sorts of powers. Concern for his family's fate is a major reason that he remains with Argus, for now.

Roman Statia -- PL 13

Abilities:
STR
1 | STA 2 | AGL 2 | DEX 2 | FGT 2 | INT 4 | AWE 3 | PRE 3

Powers:
Force Field:
Selective Burst Area 2 Affects Others and Self Sustained Impervious Protection 10, Subtle - 61 points
Stasis Field: Selective Burst Area 2 Cumulative Affliction 13 (Resisted by Will; Hindered & Vulnerable, Defenseless & Immobile, Paralyzed & Unaware), Extra Condition, Concentration - 91 points

Advantages:
Attractive, Benefit 6 (billionaire, security clearance), Connected, Contacts, Improved Initiative, Speed of Thought, Well-informed

Skills:
Deception 10 (+13), Expertise: Business 8 (+12), Expertise: Civics 6 (+10), Expertise: History 6 (+10), Expertise: Science 5 (+9), Insight 10 (+13), Intimidation 9 (+12), Investigation 8 (+11), Perception 6 (+10), Persuasion 10 (+13).

Offense:
Initiative +8
Unarmed +2 (Close Damage 1)
Stasis Field -- (Burst Area Will 13)

Defense:
Dodge 3, Parry 3, Fortitude 4, Toughness 12/2, Will 8.

Totals:
Abilities 38 + Powers 152 + Advantages 12 + Skills 39 + Defenses 9 = 250 points

Complications:
Security--Motivation. Family
(wife and children.) Reputation (traitor, to many of the ancients.)

Note: If Roman possesses additional time manipulation abilities, they likely take the form of Quickness 10 and a Close Progressive form of his Affliction effect at 18 ranks as an alternate power.
 

Davies

Legend
Corentin Van Damme
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Much of Corentin Van Damme's life seems to have been shaped by his experience of the Second World War -- not an atypical fact for those born in his generation. His family's fortunes had been diminished by the Great Depression, but they were still rich enough, and his father foresighted enough, to recognize that the neutrality that the Netherlands had been guaranteed by the Third Reich would not last. Well before the invasion in May of 1940, the Van Damme patriarch sent his wife and two children into exile, first to the United Kingdom and from there to their properties in South Africa. They would not return to their homeland until 1946.

The young man who returned seemed to be in a perpetual bad mood. It wasn't so much the death of his father during the war that upset him, or the loss of much of what had remained of his family's wealth. (The latter was quickly recouped over the next two decades, in any event.) Nor did he feel any real empathy for how other Dutch citizens had suffered for being unable to flee. What maddened him was the fact that the decision to leave had been made without his consent. Never again, he vowed, would anyone make decisions for him.

Years passed, and the world changed -- generally in ways that further unsettled Van Damme. The way that so many of the superpowered were blatantly revealing themselves to the world offended him, more than it caused him to feel concern that his own family's secret legacy might be revealed. These people were getting ideas above their stations, and giving them to the dregs of humanity, as well. Something had to be done about it, and as there was no one else that he could trust to do that something, he decided to do it himself, and embarked on a career of supervillainy as De Damp -- the Vapor.

He first confronted the Primal Pattern in 1967, initially attempting to convince them that he was a fellow elemental who had learned how to return to human form as part of a ruse that was supposed to lead to their deaths. It didn't work out, and De Damp was startled to learn that he was vulnerable to the flames of Phoenix. He managed to escape capture, but decided that different prey would be better. So it was that he began to oppose the Grim Brigade instead, and clashed with them several times in the late 1960s.

After one last defeat in 1970, De Damp was captured and imprisoned in a cell designed by a number of heroic scientists, including Mechano and የዶክተር ግሩም/Yedokiteri Girumi. It was airtight, releasing periodic bursts of fresh air into the cell and extracting carbon dioxide through a complicated valve system that didn't allow the incorporeal villain to escape. Utterly infuriated by this confinement, Van Damme chose to bide his time and hold out hope that some circumstance would eventually lead to his escape.

It took thirty-eight years, but that circumstance did eventuate. His lawyers managed to convince the authorities that he had descended into senile dementia long since, that he couldn't even remember how to transform into De Damp's vaporous form. He was given a compassionate release from his prison, and quietly escorted back to the Van Damme estate, where his children and their families -- none of whom had visited him in prison, it should be said, waited for him. Of course, he was not even close to being senile, and he described his big plans to the rest of the family.

Before he really got going, however, his son interrupted him and said that while he welcomed his father's advice, Van Damme was no longer the head of the family, and that they had no intention of assisting in or even enabling his criminal activities. Supposedly, Van Damme laughed at that, thinking it a joke. On realizing that it was not, he promptly tore his son's head from his body, then did the same to his grandchildren and son-in-law. His daughter-in-law he left alive, since he though she might be useful for when he decided to breed new heirs. His daughter was left alive as a backup for that purpose.

Since then, Corentin has pursued numerous criminal activities in Europe and Africa -- not America, not yet. The purpose of these adventures is never profit, as such, but to bring about the demise of as many publicly active superpowers as possible. He also serves as a major voice in the councils of the Families, who are by and large terrified of (and in some few cases disgusted by) him. He is vaguely aware that he made an enemy for life when he advised one of the other family heads to kill his own renegade daughter, but is far too lost in his dreams of vengeance to think that he might be in danger. Besides, he also has allies he can definitely count on, such as Roderick Ashe ...

Corentin Van Damme - PL 8

Abilities:
STR
8 | STA 6 | AGL 5 | DEX 1 | FGT 8 | INT 1 | AWE 0 | PRE 3

Powers:
Gaseous Form:
Affects Substantial on Strength 8; Concealment 6 (auditory, normal sight), Precise; Linked Flight 7 (250 MPH); Linked Sustained Immunity 10 (life support); Linked Continuous Insubstantial 2 - 63 points
Longevity: Immunity 1 (aging) - 1 point

Advantages:
All-out Attack, Benefit 5 (billionaire, blackmail*), Chokehold, Connected, Daze (Intimidation), Evasion 2, Fast Grab, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Languages 3 (Dutch, German, others), Move-by Action, Power Attack, Redirect, Startle, Uncanny Dodge.

* Uses Intimidation for Connected checks.

Skills:
Deception 6 (+9), Expertise: Business 7 (+8), Expertise: Crime 8 (+9), Expertise: Streetwise 6 (+7), Insight 8 (+8), Intimidation 8 (+11), Stealth 5 (+10).

Offense:
Initiative +9
Unarmed +8 (Close Damage 8)

Defense:
Dodge 8, Parry 8, Fortitude 7, Toughness 6, Will 7.

Totals:
Abilities 64 + Powers 63 + Advantages 25 + Skills 24 + Defenses 11 = 188 points

Complications:
Psychopathy--Motivation. Utterly Intolerant. Vulnerability
(heat.)

Note: In his youth, at PL 10, his gaseous form included Growth 6 (Only When Insubstantial) and an additional 6 ranks of Affects Substantial, but his FGT and AGL were 2 ranks less.
 


Davies

Legend
Lucrezia Fortin
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The Fortin family, formerly of Languedoc and later of Quebec, are relatively young for one of the ancient families, having only joined the others at the start of the sixteenth century. They portrayed themselves as the heirs to a hidden tradition that descended from Roman Gaul, but no one at the time believed it or cared, either. The Fortins had power, and they had used it to gain wealth, and so they got a seat at the Round Table with the rest. And they managed to hold onto it right up until the present day.

At forty-four, Lucrezia Fortin, the current head of the Fortins, is believed to be one of the most powerful teleporters to have ever lived. She is capable of transmaterializing to any Terrestrial location she can imagine, to any position with low, medium or high Earth orbit, and -- by pushing her limits to their utmost -- can and has teleported from the Earth to the moon. She can also bring a remarkably large amount of material with her when she shifts. Her one great weakness appears to be that she lacks the enhanced reflexes that accompany the powers of many shorter-ranged teleporters, but as she typically relies on her bodyguard detail rather than her own combat abilities -- which are still not to be sneezed at -- it's not much of a problem for her.

While theoretically capable of an enormous amount of criminal activity, Lucrezia uses her abilities for purposes that are generally less dramatically illegal. She has increased her families fortunes through a great deal of smuggling and other covert transportation, most notably arranging for the materials needed to build covert bases for a variety of interests get where they need to be. While almost entirely mercenary, she does have a point where she'll decide that no amount of money she's being offered is worth the insult to her personal values, and has made enemies by doing so. She also refuses to transport human cargo and will loudly state that she is not a taxi service.

Most recently, one of her most stable clients has been the Skywatch organization, specifically their moon base. While the Canadian, Brazilian, European and Arabian space programs continue to support the organization, their virtual abandonment by the current American and Russian administrations has put a severe dent in their supply chain. Lucrezia saw an opportunity and contacted Skywatch, offering to employ a small cabal of teleporters to ferry material to Moon Base Alpha. She does this four times a year, keeping the organization functioning. It seems like a good investment to her.

On the other hand, she's reached the conclusion that one of her family's long-standing alliances is no longer worth its upkeep. Having arisen from worshippers of the being known as Nocticula, the Fortins had long acted as her agents in dealing with the other hidden powers of the world. Lucrezia has no particular moral objection to Nocticula's murderous ways, but she does not intend to let the so-called demon queen drag her family down with her through conflict with Basilea and other heroes. What Nocticula will do when she finds out that she's been cut off from some valuable resources is not yet known.

Lucrezia has never married, though she has two young children born to two different consorts. As yet, only the older of the two has manifested any superpowers, and appears able to teleport short distances -- at a younger age than even Lucrezia did! -- and also shift out of phase with the world around her. Her mother is observing the progress of the Loyola boy at the so-called Futurian Academy, and may consider sending her daughters there if she likes what she sees. But that's a problem for the future.

Lucrezia Fortin -- PL 6

Abilities:
STR
0 | STA 1 | AGL 0 | DEX 2 | FGT 3 | INT 3 | AWE 2 | PRE 4

Powers:
Long-Range Teleportation:
Accurate Extended Teleport 16 (60,000 miles), Extended Only, Increased Mass 9 - 57 points

Advantages:
Benefit 5 (billionaire), Close Attack 2, Connected, Equipment 6, Extraordinary Effort, Evasion, Fearless 2, Improved Initiative, Languages 4 (French, Italian, others), Taunt, Well-informed.

Equipment:
30 points of equipment as needed, typically including a knife (Strength-based Damage 1, Improved Critical 1), pepper spray (Affliction 4 [Fortitude; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense), and holdout pistol (Ranged Damage 2), smartphone and a vehicle.

Skills:
Athletics 5 (+5), Deception 6 (+10), Expertise: Business 8 (+11), Expertise: Streetwise 6 (+9), Expertise: Current Events 4 (+7), Perception 4 (+6), Insight 7 (+9), Persuasion 4 (+8), Ranged Combat: Pistols 4 (+6).

Offense:
Initiative +4
Unarmed +1 (Close Damage 0)
Knife +5 (Close Damage 1, Crit 19-20)
Pepper Spray +5 (Close Fortitude 4)
Holdout Pistol +6 (Ranged Damage 2)

Defense:
Dodge 2, Parry 3, Fortitude 3, Toughness 1, Will 6

Totals:
Abilities 30 + Powers 57 + Advantages 25 + Skills 26 + Defenses 8 = 146 points

Complications:
Greed--Motivation. Genuine Disgust for Racism and Religious Intolerance. "I Am NOT A Taxi Service."


Note: If Lucrezia possesses enhanced reflexes like those of other teleporters, she likely has Enhanced Advantages 9 (Close Attack 2*, Defensive Roll 2, Evasion*, Improved Initiative 4*), Quirk (Close Attack is only enhanced against targets with a lower Initiative total) and Enhanced Defenses 12 (Dodge 6, Parry 6). *Replaces standard version of this advantage.
 

Voltron64

Adventurer
On the other hand, she's reached the conclusion that one of her family's long-standing alliances is no longer worth its upkeep. Having arisen from worshippers of the being known as Nocticula, the Fortins had long acted as her agents in dealing with the other hidden powers of the world. Lucrezia has no particular moral objection to Nocticula's murderous ways, but she does not intend to let the so-called demon queen drag her family down with her through conflict with Basilea and other heroes. What Nocticula will do when she finds out that she's been cut off from some valuable resources is not yet known.
Seek revenge obviously. And it also doesn't surprise me that Nocticula has connections with the Mutant Families.
Lucrezia has never married, though she has two young children born to two different consorts. As yet, only the older of the two has manifested any superpowers, and appears able to teleport short distances -- at a younger age than even Lucrezia did! -- and also shift out of phase with the world around her. Her mother is observing the progress of the Loyola boy at the so-called Futurian Academy, and may consider sending her daughters there if she likes what she sees. But that's a problem for the future.
Honestly, it might be the best decision she could ever make for her kids by putting them in the hands of Exelion.
 
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