Tarot
Marie-Ange Colbert
Psionics
The Empress is bound to the heavens above and the natural world all around her. She is love and fecundity. Réjouissez-vous, for you stand before her in judgment.
Descended from a lineage of mutants sensitive to the Astral Realm, Mari-Ange has spent her life tormented by entities that inhabit it. Through the arcana of her tarot deck, she gives telekinetic substance to these spectral archetypes, bringing into the physical world the very phantoms that have haunted her since childhood.
Feature Character
Identity
- Nationality
- French
- Birthplace
- Lyon, France
- Apparent Age
- 27
- Gender
- Female
- Height
- 168 cm (5'6") (M)
- Eyes / Hair
- Green / Red
- Marital
- Single
- Training
- Snow Valley Academy
- Generation
- Second Generation
- Teams
- Hellions
- Played by
- Madelaine Petsch
Plasticity
Plasticity 0
III
0/60 to next
Their Level III
Descriptor Alpha Girls
Sharon
Alpha Girls
The cards said we'd run this school. The cards were right.
True Grit • (Habituation Perk) • (Ferals)
You're picking up on some of that refuses to stay down energy of your bond.
Gain: +3 on Fortitude saves to avoid passing out from wounds.
Sense Weakness • (Habituation Perk) • (Ferals)
You keep noticing how weak some parts of peoples anatomy are. For some reason. Really bitable.
Gain: Increase the critical damage threshold by 1.
Good Instincts • (Habituation Perk) • (Ferals)
Being stalked by your feral friend has made you pretty good at noticing other hunters.
Gain: +3 on Perception rolls to detect hidden or ambushing enemies.
III
0/60 to next
Their Level III
Descriptor Alpha Girls
Jennifer
Alpha Girls
Lucky for everyone, we're on the same side.
Attributes
Agility
Represents coordination, reflexes, and grace in motion. A high AGI allows a character to dodge attacks, move with precision, and perform acrobatic feats that others can’t. It governs balance, speed, and manual dexterity.
14
+2
Added to every roll made with Agility: a bonus when positive, a penalty when negative.
Brawn
Measures raw physical strength and muscle power. It determines how hard a character can hit, how much they can lift, and how forcefully they can exert themselves. Essential for melee combat and physical feats of might.
10
+0
Added to every roll made with Brawn: a bonus when positive, a penalty when negative.
Endurance
Reflects stamina, toughness, and resistance to physical harm. END governs how long a character can exert themselves without tiring, how well they resist injury, and how quickly they recover from strain.
14
+2
Added to every roll made with Endurance: a bonus when positive, a penalty when negative.
Intellect
Measures analytical ability, reasoning, and problem-solving skills. A high INT allows a character to recall information, process complex ideas, and outthink their opponents in high-pressure situations.
16
+3
Added to every roll made with Intellect: a bonus when positive, a penalty when negative.
Perception
Represents awareness of surroundings and attention to detail. It affects spotting hidden dangers, tracking subtle movements, and noticing small clues that others might overlook.
14
+2
Added to every roll made with Perception: a bonus when positive, a penalty when negative.
Skills
Athletics
BRN
0
Brawling
AGI
0
Firearms
PER
0
Investigation
PER
0
Meditation
INT
0
Melee
AGI
0
Shields
AGI
0
Strategy
INT
0
Moves
The Fool's Swap
The Fool's Swap
Protection
✦
A flick of the wrist, and she is standing where her Arcana was.
Cost 1 Stamina
Speed 7 + Perception
Target Self
Turn the Card
Turn the Card
Protection
✦
She lays the card face up on the air, and the Arcana it holds spends itself in one last flourish.
Speed 6 + Perception
Target Self
Draw a Card
Draw a Card
Summon
✦
Tarot flips a card from her deck and a Major Arcana steps out.
Cost 1 Stamina
Speed 5 + Perception
Duration Fight
Summons a summoned ally
Summon, Autonomous
Pick a Card
Pick a Card
Summon
✦
Tarot chooses the card, and that Arcana answers.
Cost 2 Stamina
Speed 5 + Perception
Duration Fight
Summons a summoned ally
Summon, Autonomous
Health • Stamina • Saving Throws
Health
36 / 36
Stamina
5 / 5
Reflex +0
Your ability to dodge area attacks and the like.
Agility Bonus + Bonuses Fortitude +0 Your resistance to threats like poison or disease.
Endurance Bonus + Bonuses Willpower +0 Your resistance to mental influence and domination.
Intellect Bonus + Bonuses
Agility Bonus + Bonuses Fortitude +0 Your resistance to threats like poison or disease.
Endurance Bonus + Bonuses Willpower +0 Your resistance to mental influence and domination.
Intellect Bonus + Bonuses
Damage Reduction 0
Every hit taken is reduced by this much before it touches Health.
Regeneration 0
The amount of Health restored per turn in combat and outside of it.
Nature
Mutant
Born with the X-gene. Vulnerable to mutant-only effects.
CLICK TO ENTER
Mosaics
Blood and Bone
Dr. Alia Gregor was a Soviet geneticist whose scientific outlook was shaped by the rigorous, materialist traditions of Soviet research. In her 1992 book Blood and Bone, she examined human-mutant relations through the ecological principle of competitive exclusion, arguing that their overlapping needs and radically different capabilities could produce conflict even without hatred or prejudice. Following the Genoshan Genocide, her research revealed that mutantkind was recovering far faster than expected. Presenting her findings in Geneva in 1996, Gregor warned that mutants could become Earth's dominant species within twenty years, arguing that humanity needed to establish the conditions for coexistence before it was too late. Though she remained committed to scientific objectivity and rejected the idea that biological difference implied moral inferiority, her conclusions placed her research at the center of an increasingly urgent debate over humanity's future.
5/5
House of A: Chamber
No summary written yet.
4/4
House of H: Roulette
They know her as the Hellionest of Them All: Roulette, the Bitch Queen of Snow Valley. Very few people know Jennifer Stavros beyond what she chooses to show them, and that is precisely how she likes it.
5/5
House of H: Tarot
No summary written yet.
5/5
House of H: X-23
No summary written yet.
7/7
House of X: Phoenix
Jean Grey is one of the Original X-Men, and while many know of her deeds very few know the trials and tribulations she has been through. This is her story.
5/5
The Many Lives of Lady Grey
Lady Grey is both a lie and an ugly truth. British noble, sadistic murderer, mind construct, instrument of abuse, and Black Queen of the Hellfire Club. She is long dead and yet she lives still. This is the story of what's left of her say in the matter, one burn at a time.
5/5
The Phoenix Force
The Phoenix Force is fire incarnate and it is inextricably bound to Mutantkind. Perhaps it always was. It is at the heart of Regenesis, forging a second chance for a people on the brink. To some, its akin to a mutant god; to others, a curse of ash and ruin. These are its secrets.
3/3
The Seeds of Krakoa
Following the Genoshan Genocide and Magneto's death, Professor Charles Xavier withdrew from the X-Men, consumed by the question of how mutantkind could survive in a world that had repeatedly failed it. His search led him back to Krakoa, the living island he and Magneto had once misunderstood, where he discovered the potential for a new relationship between mutants and their living homeland. Through Akorak, a chimera born from Krakoa and the X-Men captured in 1983, the X-Men discovered six extraordinary flowers. Beneath the island, they also found the Hatchery, where Krakoa could assist with bringing the Genoshan dead back to life. Together, these discoveries embodied Charles's final vision: a mutant nation built not merely on strength or the hope of human acceptance, but on symbiosis, self-determination, and the possibility of restoring what had been lost.
6/6
Blood and Bone
5/5 Fragments • Complete
Dr. Alia Gregor was a Soviet geneticist whose scientific outlook was shaped by the rigorous, materialist traditions of Soviet research. In her 1992 book Blood and Bone, she examined human-mutant relations through the ecological principle of competitive exclusion, arguing that their overlapping needs and radically different capabilities could produce conflict even without hatred or prejudice. Following the Genoshan Genocide, her research revealed that mutantkind was recovering far faster than expected. Presenting her findings in Geneva in 1996, Gregor warned that mutants could become Earth's dominant species within twenty years, arguing that humanity needed to establish the conditions for coexistence before it was too late. Though she remained committed to scientific objectivity and rejected the idea that biological difference implied moral inferiority, her conclusions placed her research at the center of an increasingly urgent debate over humanity's future.
House of A: Chamber
4/4 Fragments • Complete
No summary written yet.
House of H: Roulette
5/5 Fragments • Complete
They know her as the Hellionest of Them All: Roulette, the Bitch Queen of Snow Valley. Very few people know Jennifer Stavros beyond what she chooses to show them, and that is precisely how she likes it.
House of H: Tarot
5/5 Fragments • Complete
No summary written yet.
House of H: X-23
7/7 Fragments • Complete
No summary written yet.
House of X: Phoenix
5/5 Fragments • Complete
Jean Grey is one of the Original X-Men, and while many know of her deeds very few know the trials and tribulations she has been through. This is her story.
The Many Lives of Lady Grey
5/5 Fragments • Complete
Lady Grey is both a lie and an ugly truth. British noble, sadistic murderer, mind construct, instrument of abuse, and Black Queen of the Hellfire Club. She is long dead and yet she lives still. This is the story of what's left of her say in the matter, one burn at a time.
The Phoenix Force
3/3 Fragments • Complete
The Phoenix Force is fire incarnate and it is inextricably bound to Mutantkind. Perhaps it always was. It is at the heart of Regenesis, forging a second chance for a people on the brink. To some, its akin to a mutant god; to others, a curse of ash and ruin. These are its secrets.
The Seeds of Krakoa
6/6 Fragments • Complete
Following the Genoshan Genocide and Magneto's death, Professor Charles Xavier withdrew from the X-Men, consumed by the question of how mutantkind could survive in a world that had repeatedly failed it. His search led him back to Krakoa, the living island he and Magneto had once misunderstood, where he discovered the potential for a new relationship between mutants and their living homeland. Through Akorak, a chimera born from Krakoa and the X-Men captured in 1983, the X-Men discovered six extraordinary flowers. Beneath the island, they also found the Hatchery, where Krakoa could assist with bringing the Genoshan dead back to life. Together, these discoveries embodied Charles's final vision: a mutant nation built not merely on strength or the hope of human acceptance, but on symbiosis, self-determination, and the possibility of restoring what had been lost.
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