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Curious Key

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Posted (edited)

Player Name: Curious Key

Character Name: Title
Power Level: 7 (105/105)
Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC
Unspent Power Points: 0
 
In Brief: Bite-sized concept
 
Alternate Identity: Real Name
Identity: Secret
Birthplace: 
Occupation: 
Affiliations: 
Family: 
 
Apparent Age: .
Age: 
Gender: 
Height: --
Weight: --
Eyes: --
Hair: --
 
 
Power Descriptions:

 

powers here

 

History:
 
History here.
 
Personality & Motivation:
 

Personality

 

Powers & Tactics:
 
Powers
 

Complications:
Complication Title - Complication. 
 
Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10(+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
 
Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +0 Base, +0 
Grapple: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed
Knockback: -0
 
Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +0 (+0 Con)
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)
 
Skills: 0R = 0PP
Skill 0 (+0) Skill Mastery?
 
Feats: 0PP
Feat
 
Equipment: 2PP = 10EP
 
 
 
Powers: 0
 
 
Drawbacks: -0
 

DC Block

ATTACK              RANGE      SAVE                  EFFECT

Unarmed             Touch      17DC Toughness        Damage (Physical)

Entropic Strike     Touch      22DC Toughness        Damage (Energy)

Stunning Attack     Touch      17DC Fortitude        Stun/Daze/Unconcious

Entropic Bolt       Ranged     17DC Fortitude        Drain Toughness
                               22DC Toughness        Damage (Energy)

Entropic Shroud     Touch      17DC Fortitude        Drain Toughness

World Drinker       Touch      17DC Fortitude        Drain Toughness
                                                              22DC Toughness        Penetrating, Vampiric Damage (Energy)
 
Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 0/105 Power Points
 
 
Edited by Curious Key
Posted (edited)
 

Player Name: Curious Key

Character Name: Bisclavret
Power Level: ?? (150/150)
Trade-Offs: N/A
Unspent Power Points: 0
 
In Brief: Werewolf.
 
Alternate Identity: Cary Kasaya
Identity: Secret
Birthplace: 
Occupation: 
Affiliations: 
Family: Alex Kasaya (Father, Deceased), Sam Kasaya (Dad, Deceased), Barrett Wednesday (Uncle)
 
Apparent Age: 
Age: 
Gender: Agender
Height: --
Weight: --
Eyes: --
Hair: --
 
Their left eye is white and foggy, obviously blind.
 
Power Descriptions:

 

Wodin's greatest gift to Cary had nothing to do with divine trinkets or awakening of heroic blood. Instead, he gifted Cary with an a glancing understanding of the divine runes of the Norn that he had seen when he sacrificed himself to himself, upon the limbs of the World Tree. They are a völva, a practitioner of seidr. What many would call a witch.

 

That said, their skills is incomplete. The only runes they are familiar with in detail are those of the wild and the wolf. They use this power to prepare a wolf-skin that endow themselves with lycanthropy, presenting themselves to the world not as a witch, but a wolf, in an attempt to obscure their connection with Wodin, the ostracized Norse gods and their magic.

 

In addition to this, Cary holds the Splinter of Gram, a forgotten artifact forged from the sword of legends. Through this, Cary maintains a tenuous connection to their forefather and makes use of pale imitations of his charms.

 

History:
 
Quote

The legendary sword of the Volsung lineage, Gram, was said to have been shattered into two pieces, only to be reforged into the blade that killed Fafnir. This is the myth.

 

There is another, not known so widely. It says there were three in truth. Two near-halves, and a splinter so small, so insignificant, that it could not be remade into Gram. Instead, it was forged into a wedding gift for Sigurd's daughter, Aslaug, in the form of a medallion.

 

Thereafter, the trinket was never heard from again.

 
 
It was Cary's uncle that discovered that their family was related to the Volsung of myth. Or rather, it was him who was told so. Call the Thule Society many things, but they are determined, and they had traced the bloodline of Donar's father to him and planted the seed of self-importance in his already festering, hateful mind. 
 
Imagining Cary's family as a disgraceful corruption, they attempted to sacrifice them in the traditional way, as Vikings of old had, hoping that Wodin's own flesh and blood would satisfy him as a sacrifice of himself to himself. It was at least much spite for the Thule Society as his descendant's cry for help that drew Wodin's eye.
 
Wodin did not come to Cary's aid. It would be too forward, and far too soon, and would remains so for centuries. But around their neck they wore a piece of the steel that Wodin had driven into the stone of an old castle and that Wodin had shattered when it was raised against him. It and the blood they shared was enough to build a bridge between god and child. Wild-eyed, Cary pulled a coat one had left hanging in the shed she'd been locked inside.
 
When they opened the door, dressed for ceremonial sacrifice, they were expecting to face a struggling child. Not a wolf. Wearing the skin of a beast, Cary dashed away into the woods and didn't stop until they couldn't hear their voices or smell the blood.
 
Personality & Motivation:
 

Personality

 

Powers & Tactics:
 
Powers
 

Complications:
Revenge — In the ancient sagas, the promise of revenge was a poison that destroyed the Volsung dynasty. When Cary starts actin in the name of vengeance, it's hard to stop them. The Thule Society and Cary's uncle have a debt to pay, with interest. Cary's fangs wait, ever-eager for the chance to make them bleed.
Runic Magic — While Bisclavret's lycanthropy appears quite spontaneous from the outside, the truth is that they must take time every ten days to establish the spells that allow them to take wolf-shape. A cunning villain with knowledge of this could take advantage of this window to bypass Cary's defenses while they refresh their spells.
No Mute Button — Bisclavret's precognition power manifests rarely, as the fates align in just the appropriate way for Cary to see them . . . And when Cary does see them they begin to prophecize immediately and out loud, regardless of where they are, what they're doing or who is listening. This can be inconvenient. 
Complication — Summary
Complication — Summary
 
Abilities: 8 + 6 + 6 + 2 + 8 + 10 = 40PP
Strength: 18/26 (+4/8)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 20 (+5)
 
Combat: 8 + 10 = 18PP
Initiative: +3
Attack: +8/10 (Base +4, Melee +4, Fang and Claw +2) 
Grapple: +0
Defense: +10/12 (+5 Base, +2 Wolfskin Coat +5 Dodge Focus), +3/4 Flat-Footed
Knockback: -0
 
Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +8 (+3 Con, +5 Protection)
Fortitude: +3 (+3 Con)
Reflex: +3 (+3 Dex)
Will: +4 (+4 Wis)
 
Skills: 0R = 0PP
Knowledge (Religion) 0 (+12 Splinter Of Gram)
Skills 0 (+0)
 
Feats: 9PP
Attack Focus (Melee) 4
Attractive (Splinter of Gram)
Dodge Focus 5
Well Informed (Splinter of Gram)
Tracking 2 (Olfactory, Wolf-Coat)
 
Equipment: 0PP = 0EP
 
 
 
Powers: 5 + 6 + 2 + 6 + 8 + 16 + 8 = 44
 
Protection 5 5PP (The Third Charm)
Super Senses 4 (Precognition; Flaws: Uncontrolled) 2PP (Foresight)
Comprehend 3 (Speak to and Understand Animals, Spirits) 6PP (Witch Tongue)
 
Enhanced Strength 8 8PP (Wolf's Strength)
 
Wolfskin Coat 4 (18PP Device, Sustained, Active; Flaws: Hard To Lose) 16PP
Morph 2 (Gray Wolf, +10 Disguise) 2PP
Speed 3 (100 mph, 100 ft per round; Feats: Alternate Power) 4PP
AP: Leaping 3 (Running long-Jump, standing long-jump, standing vertical jump) [3/3PP]
Wild Sorcery (10PP Array) 8PP 
BP: 
Strike 2 (Feat: Mighty, Accurate) 4PP (Fang and Claw)
Super Senses 5 (Olfactory; Accurate, Acute, Extended [100 ft increment], Tracking 2) 5PP 
Enhanced Trait 4 (Defense 2) 4PP
 
Splinter of Gram (10PP Device, Permanent, Passive; Flaws: Hard To Lose) 8PP 
Enhanced Trait 7 (Attractive, Well-Informed, Knowledge (Religion) 10, Diplomacy 10) 7PP (The Twelfth, Fourteenth, Fifteenth and Sixteenth Charms)
Super-Sense 4 (Postcognition; Flaws: Limited [Corpses]) 2PP (The Twelfth Charm) 
 
Drawbacks: 0

 

DC Block

ATTACK              RANGE      SAVE                  EFFECT

Unarmed             Touch      15DC Toughness        Damage (Physical)

Unarmed [Enhanced]  Touch      23DC Toughness        Damage (Physical)

Emotion Control     Perception 23DC Will             Emotion Control

 

Totals: Abilities (40) + Combat (18) + Saving Throws (0) + Skills (0) + Feats (9) + Powers (44) - Drawbacks (0) = 113/150 Power Points

 
Edited by Curious Key
Posted (edited)

Salamander

Quote

 

Power Level: 8 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: -


In Brief: - pfff

Alternate Identity: -
Birthplace: -

Residence: -
Occupation: -
Affiliations: -
Family: -

Apparent Age: Late Teens
Gender: -
Ethnicity:
Height: -
Weight: -
Eyes: -
Hair: -

Describe Character Here 

History:

 

It began with two children playing pretend in the woods, a violet-haired man with a charming smile. "You've been sold," he claimed, "you are mine. Come." And their legs followed him into the dark against their will, because their souls knew that they belonged to him and refused to disobey. The first of these children was Cary, rambunctious, playful and loud, the violet-eyed man looked upon them decided that Cary could be made fit to entertain him.
 
But the mortal body was too clumsy, too bulky and awkward. So they changed them. In their hands, Cary's flesh was as clay. They crafted them into something limber and graceful. And, in an inhuman attempt to give them what they had heard humans describe as a 'fiery spirit,' Cary's heart was ripped out and replaced with a living flame.
 
Stumbling, desperate, the violet-eyed man put Cary immediately to work, turned dance into a lethal game as knives sprung from the floor where Cary stood, or as bees the size of their closed fist darted inward with needles as big if their finger. They grew into it, because their choices were to learn or die. They learned. Many others in the violet-eyed man's entourage died. Surviving marked them to the violet-eyed man as something 'special,' and Cary was used and displayed to his guests like a special piece of furniture, drawn into games of fae bloodsport between their own ensorcelled captives.

Avery was the only light left in Cary's life.
 
On their first days in this new hell before they were dragged apart, they had sworn to look out for each other and help one another. An earnest promise between two innocent children, Faerie magic bound their souls to each other in the fires of friendship, a human thing that the violet-eyed man could not fathom, let alone prepare for. 
 
Cary learned that the violet-eyed man wore the stolen souls of his ensorcelled slaves around his neck at all times, in the form of necklaces, so that he would always have power over them. One day, when Avery said they were ready, Cary left a potent mystical drug in the violet man's drink. Pretending concern, they tried to shake him awake, and before the fae guests pulled them away and beat them with sticks for the hubris of touching their master, Cary managed to pull their souls free.
 
They escaped outside, to where Avery was waiting with a a bowl full of water and the setting sun behind them. They held each other's hand, and when the violet-eyed man came, smiling a broad, cruel smile, as Cary quivered against their friend Avery pointed a hand to the bowl and said something Cary didn't catch.
 
Then they were standing in a strange forest they did not remember, with no fae creatures anywhere in sight. Holding hands, they meandered blindly through the wilderness before wandering into a human settlement. To their alarm, they discovered it had been seven days since they had been taken. 
 
When it became revealed that Cary and Avery's families had raised their children to sell them to the faeries for eternal life, custody was quickly taken from them and the children became wards of the state.

Personality & Motivation:

 

 


Powers & Tactics:


 TCS/U

 

Temporal Control Suit/UNit

Power Descriptions:

 

From what ___ can gather, they were someone with a connection to spirits, who could speak with the world around them. In the beginning, that was all. With Cary's soul grafted onto theirs, they have become a thing that walks the line between the living the a dead.  

  
Complications:

 

Nameless -  They may answer to ___, but they do not have a name. To by more precise, they do not have a name anymore. Everything they were before, everything that they had, all their memories, their relationships, their lives . . . of that belongs to ____. Until their name is returned to them, everything that ___ used to be will be forever lost.  
What . . . ARE You? - With their name ripped from them and their soul grafted onto another's, _____ isn't human and they never remember being human. Anyone and anything with even rudimentary magical senses will immediately recognize ____ as an abomination even if they do not know exactly what kind.  

Twin Natures -  Anything that affects the undead or the living will also affect ____ as though they were completely undead or living.

SINCE WHEN WERE YOU THE ONE IN CONTROL? -  Someone who spends enough time with ___ may come to understand that while Cary is present, they cannot totally dominate ___. This is incorrect. They simply choose to sit back and watch ___ as they wander through . . . Most of the time.


Complication - Description 


Abilities: 4 + 4 + 4 + 0 + 10 + 0 = 22PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10/14 (+0/2)
Wisdom: 20 (+4)
Charisma: 10/14 (+0/2)


Combat: 8  + 6  = 14PP
Initiative: -
Attack: +4 (+8 My Sword)
Defense: +10 (+3 Base, +5 Dodge Focus), +3 Flat-Footed


Grapple: +0
Knockback: -0


Saving Throws: 3  + 4 + 4 = 11PP
Toughness: +8 (+2 Con, +6 Your Coat, +8 Impervious Empowered Coat)
Fortitude: +5 (+2 Con, +3)
Reflex: +6 (+2 Dex, +4)
Will: +8 (+4 Wis, +4)


Skills: 0R = 0PP

 

Knowledge (History) 0  (+0, +12 Possessed)

Knowledge (Streetwise) 0 (+0, +12 Possessed)

Feats:
Sidekick 27 (Slyph)

Equipment: 0PP = 0EP

Powers: 2 + 9 + 1 + 8 + 22 + 31 = 90PP 

 

Comprehend 1 (Spirits) 2PP

Immunity 1 (Aging) 1PP

Super Senses 1 (Communication Link: Avery/Slyph) [1PP]
 
Smoldering Soul Medallion 1 (5PP Device; Flaws: Hard To Lose) [4PP]
Protection 6 6PP
 
 


Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 16 Toughness                Damage

Runic Slam          Touch      DC 25 Toughness                Damage
Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

Totals: Abilities (22) + Combat (14) + Saving Throws (11) + Skills (0) + Feats (5) + Powers (90) - Drawbacks (0) = 142/150 Power Points

 

 

 

 

 

 

Slyph

Quote

 

Power Level: 8 (120/150PP)
Unspent Power Points: 0 
Trade-Offs: -


In Brief: - 
: -
Birthplace: -

Residence: -
Occupation: -
Affiliations: -
Family: -

Apparent Age: -
Gender: -
Ethnicity:
Height: -
Weight: -
Eyes: -
Hair: -

Describe Character Here 

History:

 

It began with two children playing pretend in the woods, a violet-haired man with a charming smile. "You've been sold," he claimed, "you are mine. Come." And their legs followed him into the dark against their will, because their souls knew that they belonged to him and refused to disobey. The second of these children was Avery, serious, quiet and thoughtful. The violet-eyed man looked upon them decided that Cary could be made fit assist his magic.

 

But the mortal child's mind was too feeble, grasping and sane to understand the contradictions of fae magic. At his beckoning, Avery's mind was broken open, mysterious he was too lazy to teach and too impatient to wait for poured into their mind with no context. And when they broke down crying as the details of human sacrifice pouring into their mind, the violet-eyed man ripped out her heart and replaced it with living ice in an attempt to stop her tears by making her 'cold hearted.'  

 

The violet-eyed man left them no time to adjust. Immediately he used Avery as a tool to enable his own laziness. His own knowledge of magic was superior by untold degrees, but he would not reduce himself to digging through the dirt for regents or offering his own blood in ritual. Avery worked as his hands, and he was always suspicious of what they would do with the knowledge he had give them. Always he accused them of making use of magic they were not aware, or punished them for carrying out tasks that he had forgotten he had issued. Avery was never safe.


Avery only felt safe when they were with Cary.

 

On their first days in this new hell before they were dragged apart, they had sworn to look out for each other and help one another. An earnest promise between two innocent children, Faerie magic bound their souls to each other in the fires of friendship, a human thing that the violet-eyed man could not fathom, let alone prepare for. 

 

While Cary learned where their stolen souls were being kept, Avery poured through books, learning the way that the violet man's steading had been established. They trade the memory of their mother's face to a smiling rival of their master in the dark to learn that he once claimed that any of his slaves that could give him the sun would be free to go. While Cary did the hard work of retrieving their souls Avery gathered a bowl of perfectly reflective liquid and took it outside.
 
As the sun set, they placed the bowl on a stump at an angle that showed the sun, radiant, inside it. When the violet-eyed man came, cruel eyes set on vengeance, Avery pointed at the bowl and said; "here is the sun. Return us home." And, with as little choice as they had when he had walked them into his world, he screamed and threw his favorite pets back into their native realm.
 
Then they were standing in a strange forest they did not remember, with no fae creatures anywhere in sight. Holding hands, they meandered blindly through the wilderness before wandering into a human settlement. To their alarm, they discovered it had been seven days since they had been taken. 
 
When it became revealed that Cary and Avery's families had raised their children to sell them to the faeries for eternal life, custody was quickly taken from them and the children became wards of the state.

 

Personality & Motivation:

 

 


Powers & Tactics:


 TCS/U

 

Temporal Control Suit/UNit

Power Descriptions:
 

 
Complications:


Complication - Description 


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0  + 0  = 0PP
Initiative: -
Attack: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed


Grapple: +0
Knockback: -0


Saving Throws: 5  + 3  + 4 = 12PP
Toughness: +0 (+0 Con, +0  Protection)
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP


Feats:


Equipment: 0PP = 0EP

Powers: ?? + ?? = ??PP 
 

Snowchoked Soul Medallion 1 (5PP Device; Flaws: Hard To Lose) [4PP]
Protection 6 6PP
 

 

Container (??PP Container) [36PP]
 

 

Array (??PP Array) [15PP]
 
 
Device (??PP Device) [??PP]
 


Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 16 Toughness                Damage

Runic Slam          Touch      DC 25 Toughness                Damage
Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (2) + Feats (4) + Powers (88) - Drawbacks (0) = 150/150 Power Points

 

 

0-PUS

Quote

 

Power Level: 10 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: -


In Brief: - A custom-made deep space corvette-class vessel created by ______ _____. 

Describe Vehicle Here

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0  + 0  = 0PP
Initiative: -
Attack: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed


Grapple: +0
Knockback: -0


Saving Throws: 5  + 3  + 4 = 12PP
Toughness: +0 (+0 Con, +0  Protection)
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP


Feats:


Equipment: 0PP = 0EP

Powers: ?? + ?? = ??PP 
 

Super-Movement 3 (Space Travel) 6PP

 

Container (??PP Container) [36PP]
 

 

Array (??PP Array) [15PP]
 
 
Device (??PP Device) [??PP]
 


Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 16 Toughness                Damage

Runic Slam          Touch      DC 25 Toughness                Damage
Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (2) + Feats (4) + Powers (88) - Drawbacks (0) = 150/150 Power Points

 

 

Recursion

Quote

 

Power Level: 10 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: -


In Brief: - A ___________ bearing the mantles of their erased descendants from doomed timelines.

Alternate Identity: -
Birthplace: -

Residence: -
Occupation: -
Affiliations: -
Family: -

Apparent Age: -
Gender: -
Ethnicity: -
Height: -
Weight: -
Eyes: -
Hair: -

Describe Character Here 

History:

 
Personality & Motivation:

 

 


Powers & Tactics:


 TCS/U

 

Temporal Control Suit/UNit

Power Descriptions:
 

 
Complications:


Complication - Description 


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0  + 0  = 0PP
Initiative: -
Attack: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed


Grapple: +0
Knockback: -0


Saving Throws: 5  + 3  + 4 = 12PP
Toughness: +0 (+0 Con, +0  Protection)
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP


Feats:


Equipment: 0PP = 0EP

Powers: ?? + ?? = ??PP 
 

//RECURSION//

 

Container (??PP Container) [36PP]
 

 

Array (??PP Array) [15PP]
 
 
Device (??PP Device) [??PP]
 


Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 16 Toughness                Damage

Runic Slam          Touch      DC 25 Toughness                Damage
Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (2) + Feats (4) + Powers (88) - Drawbacks (0) = 150/150 Power Points

 

 

 

. . .

 

Power Level: 8 (150/150PP)

Unspent Power Points: 0
Trade-Offs: -

 

In Brief: - A pair of soul-bound adoptive siblings, taught by a dragon and sustained by the same immortal fire, fight crime.

Alternate Identity: - Izzy "Izz" Haven
Birthplace: -

Residence: -
Occupation: -
Affiliations: -
Blood Family: Deceased

Adoptive Family: Cary (Sibling), Avce (Sister), Torys (Brother), Ellie ("Aunt"), Kurrn ("Mom")

Apparent Age: Late Teens

Date of Birth: 
Gender: Agender
Ethnicity: Netherworlder
Height: -
Weight: -
Eyes: -
Hair: -

 

Describe Character Here

 

History:

 

Kurrn the dragon was born young and ravenous. Through centuries she became old and wise in a world stranger and more full of magic than ours.

 

As she watched, great wings flapping from above, she saw basilisks speared for their scales. She saw dragons slain for their teeth. Manticors slaughtered for their stingers. Death was but part of cycle, but she saw that man would devour, kraken's murdered for sport. She saw this and despaired, for what could she do to protect them?

 

It came to her then. With a mighty roar she sheered the land itself where monsters roamed and took it to the other side of the rain, elsewhere. She screamed defiance into the shattered sky and named herself the master of a new netherworld, a sheltered place where the hungry hands of human poachers could not reach those they coveted.

 

Dragons have no need of names for the lands they call their own. But humans of the Netherworld hatefully whispered of the things she kept from them here, spitting as they named the place 'Kurrn's Lair.' Deciding she liked the sound. she declared her world 'Lair.'

 

She still thinks it was a good idea.

__________

 

It was not enough for Kurrn to rescue the creatures of her world. There were more. She cast a broad spell that reached across worlds. The dragon that cried as the hunter approached, the werewolf that whimpered as the silver axe rose about its head . . . Kurrn could not reach them all. Could not save them all. The worlds were too distant and too well-defended against incursion such as hers. But she could reach many, and she did. Those her Lair found it plucked out of their precarious worlds and laid to rest in her own.

 

However, the line between human and monster is blurry and indistinct. The spell makes mistakes.

__________

 

Alone, a young girl, no older than seven, with an immortal fire cried into the night before her heart stopped and her body vanished from the twisted wreck of steel at the bottom of a tall, sheer cliff. The one who found Izz closed her eyes and carried her to the grave of the only other human that had come here, under a field of red flowers. They opened the grave and dropped Izzy inside, so that the bodies laid together. Shoveled dirt back on top.

 

The magic still burning in the child's corpse touched Izz's fire. Mixed. The two became as one. As Izzy struggled to wake she felt another mind, groggy and confused, press up against her own. She woke gasping and desperate as she clawed upward through dirt and root and found a starless night sky as a confused voice not her own wondered at the warmth of a beating heart.

__________

 

Once the fate of Izz's parents was determined, it was decided that she would stay in Lair.

 

It would be melodramatic to dwell on her breakdowns and tears and despair. They happened. They were important. They stopped. In time, Cary became a dear sibling to Izz and Lair became her home.

 

Growing up in Lair was both less and more and less grand than many would expect. It was humans, not civilization, that Kurrn worked to keep out, and so travelers brought little bits of themselves along with them, leaving Lair's towns, where Cary and Izzy grew up, an anachronistic mishmash of old and modernity. A small town with electricity, and something close to modern plumbing where every dress was made by hand. With personal computers plugged into the walls and no cell phones. Mostly they lived here, among the most sapient of Haven's denizens.  For long stretches they lived here, sitting at this table.

 

Kurrn left them alone for long stretches, but when she turned her attention to the two of them she dedicated great time and care to them. Helped the pair of them explore the boundaries and limits of their divine fire. In time, Izz learned to release Cary into a form all their own, to Cary and Kurrn's mutual pleasure. This was the rhythm of their lives, day after day.

 

Time passed.

 

When Una's generals attacked it was sudden. Without warning. As the skies lit up with power and the mages burned through Lair's outer defenses, Izz and Cary huddled and hide. Kurrn's power rose with a rumble and coursed through Lair in rush of bright power.

 

The world closed behind a threefold lock of Time, Blood and Beast. Cary, Izz and the armies of Una's generals found themselves cast out of Lair, locked outside with a key held in the blood of one immortal human child.

 

Personality & Motivation:

 

 

 

Powers & Tactics:

 

 

Power Descriptions:
 

For as long as they can remember, a divine fire has burned in Izzy's chest, restoring life and vitality to the one who bears it. When Izz's soul merged with Cary's, Cary's talent for sorcery and her fire twined together. Together, they direct their magic in imitation of their draconic mother's sorcery.

 

Izz is firmly connected with their own fire, and it colors their magic. They're all flash and burn, power without cleverness. Izz is about strength, power and energy, but lacks the fine precision to do truly intricate work. When touching Cary, they can borrow some of their sibling's natural control and preform far more precise works of magic. 
 

Complications:


The Netherworld Marches - The forces of Dark Lord Una consider Laira potential source of magical regents and magical beasts to domesticate and slaughter. Should their invasion succeed, all that Izz and Cary love would be destroyed. Izzy and Cary have the ability to open the way to Lair and return at any time, but nothing will stop Una's armies from advancing if they do. Una's minions are eager for them to open the door, and Izz and Cary are eager to return home. But before they do, they need to gather the strength to fend off Una's armies . . .

Dark Child - Kurrn, as the creator and maintainer of a magical realm, is considered the a minor dark lord in spite of her benign intentions. The people of Prime generally see the dragon-sorcerer as a suspicious figure at best. As her adopted child, Izz inherits those suspicions . . . and, as if that weren't enough, the servants of those who wish to harm Kurrn's world may see them as a potential target.

Who's A Good Manticore!! - Izzy is incredibly affectionate toward animals and magical beasts, sometimes to the point of foolishness. This can sometimes lead her into dangerous circumstances or put her at odds with magical poachers.

Mercurian Chymeia - The Mercurian Chymeia is an ancient elixir of immortality built on the lives of immortals like Izzy. Through the immortal fire and mercury, a sorcerer or alchemist can distilled the essence of eternity into a mixture that can allow them to live forever.  The Mercurian Chymeia is relatively well known in mystic circles, though those who have drank it are few and far between because the fire itself is very rare. Only a handful across the Netherworlds are born with this fire. Izzy does bear this fire, and dark sorcerers from many worlds make harvesting it their mission.

"A Breathing Star" - Izzy doesn't know the nature of their magic. The only hint they have is that Kurrn once called them 'a living, breathing star.' As Kurrn is no longer available for contact, if Izz want to learn about the nature of their magic they need to find another source.


Abilities: 6 + 2 + 6 + 0 + 4 + 0 = 18PP
Strength: 16/26 (+3/8) 
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 6 + 6  = 12PP
Initiative: +5
Attack: +3  (+3 Base, 
+7 Draconic Sorcery)
Defense: +8 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +0
Knockback: -2/4 (-2 Base, -2 Enchanted Mail)


Saving Throws: 3  + 5  + 5 = 13PP
Toughness: +8 (+3 Con,  +5 Enchanted Mail)
Fortitude: +8 (+3 Con, +5)
Reflex: +6 (+1 Dex, +5)
Will: +7 (+2 Wis, +5)


Skills: 36R = 9PP

Animal Handling 10 (+10)

Acrobatics 5 (+6)

Intimidate 7 (+7)

Stealth 7 (+8/10)

Notice 5 (+7)

Sense Motive 2 (+4)


Feats: 9PP

Animal Empathy

Dodge Focus 4

Fearless

Improved Initiative 

Power Attack

Uncanny Dodge [Auditory]

 

Equipment: 0PP = 0EP

Powers: 1 + 1 + 8 + 4 + 6 + 4 + 21 + 46 = 89PP

 

Features 1 (Temporal Inertia) 1PP (Dimensional Amaglam)

Immunity 1 (Aging) 1PP (Celestial) Immortal Fire

Regeneration 8 (Recovery Bonus 6, Resurrection 2 [One Day]) 8PP (Celestial) Immortal Fire

Comprehend 2 (Speak to animals, understand animals) 4PP

 

Enchanted Raiment 1 (10PP Device, Flaws: Hard To Lose; Feats; Subtle [Bracelet, activated with a button press], Quick Change) 6PP

Protection 5 [5PP]

 

Leaping 4 (325/425ft running long jump, 162/212ft standing long jump, 81/106ft high jump) 4PP (Fiery Leap)

Draconic Sorcery 10.5 (19PP Array; Feats: Alternate Power 2) [21PP]
BP: Enhanced Strength 8 (Feats: Affects Insubstantial 2, Accurate 2 [Unarmed], Improved Critical 2 [Unarmed], Variable Descriptor) [15/19PP] (Celestial/Fire) Body Of Fire
AP: Damage 7 (Extras: Ranged; Feats: Affects Insubstantial 2, Accurate 2, Variable Descriptor)  [19/19PP] (Celestial/Fire) Fireblast
AP: Damage 7 (Extras: Area [Targeted, Shapeable], Selective Attack; Flaws: Limited [While Holding Cary's Hand]; Feats:  Affects Insubstantial 2, Variable Descriptor, Precise, Accurate 2) [19/19PP] (Celestial/Fire) Dragonfire Salvo
 
Summon 9 (135PP Summon, 'Cary'; Extras: Heroic, Fanatical, Duration [Continuous]; Feats: Mental Link ) [46/46PP]
 
Drawbacks: -3PP
 
Vulnerability (Death, Frequency: Uncommon. Intensity: Major. [X1.5 DMG] -3
 
DC Block
 
ATTACK              RANGE      SAVE                           EFFECT
 
Totals: Abilities (18) + Combat (12) + Saving Throws (13) + Skills (9) + Feats (9) + Powers (91) - Drawbacks (-3) = 150/150 Power Points
 
 
 
Edited by Curious Key
Posted (edited)

Cary
Power Level: 8 (135/135PP)
Unspent Power Points: 0 
Trade-Offs: -

 

Alternate Identity: -
Birthplace: -

Residence: -
Occupation: -
Affiliations: -

Blood Family: Deceased?

Adoptive Family: Cary (Sibling), Avce (Sister), Torys (Brother), Ellie ("Aunt"), Kurrn (Mom)

 

Apparent Age: -
Gender: -
Ethnicity: -
Height: -
Weight: -
Eyes: -
Hair: -

 

Describe Character Here

 

History:

 

 

 

Personality & Motivation:

 

 

Powers & Tactics:

 

 

Power Descriptions:
 

 

 

Complications:


Abilities: -2 + 0 - 10 + 6 + 6 + 4 = 4PP
Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: - 
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 8  + 6  = 14PP
Initiative
: +0
Attack: +4 (+8 Shadowhands)
Defense: +7 (+3 Base, +5 Dodge Focus), +1 Flat-Footed

Grapple: +0
Knockback: -4


Saving Throws: 0  + 5 + 4 = 9PP
Toughness: +8 ( - Con, +8  Protection)
Fortitude: -
Reflex: +5 (+0 Dex, +5)
Will: +7 (+3 Wis, +4)


Skills: 20R = 5PP

Knowledge (History) 10 (+12)

Knowledge (Streetwise) 10 (+12)


Feats: 6PP

Ambidexterity 

5 Dodge Focus

 

Equipment: 0PP = 0EP

Powers: 30 + 8 + 5 + 6 + 18 + 28 = 90PP

 

Immunity 30 (Fortitude Effects) 30PP 

Protection 8 8PP

Regeneration 5 (Recovery Bonus +0) 5PP

Morph 6 (Human 'Self') 6PP (Human Mien)

 

Living Shadow (17PP Passive, Permanent Container; Power Feats: Innate) 18PP

Insubstantial 1 ('Fluid'; Flaws: Permanent) 4PP
Super-Movement 1 (Slithering) 2PP
Elongation 4 4PP
Additional Limbs 5 5PP
Concealment 2 (Visual; Flaws: Limited [In Darkness]) 2PP

 

Shadowshape (26PP Array, Alternate Power 2) 28PP

BP: Snare 8 (Extras: Regenerating, Constricting; Flaws: Range [Touch] Power Feats: Accurate 2) [26/26PP]
AP: Strike 8 (Extras: Area [Targeted, Cone], Selective, Power Feats: Accurate 2) [26/26PP]
AP: Obscure 5 (Visual, Darkness; Extras: Continuous) [15/25PP]

 

Drawbacks: (-3) + (-3) = -3PP 

 

Vulnerability (Light, Frequency: Uncommon. Intensity: Major [2X DMG]) -3

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT

 

Totals: Abilities (4) + Combat (14) + Saving Throws (9) + Skills (5) + Feats (6PP) + Powers (90) - Drawbacks (3) = 125/135 Power Points

Edited by Curious Key
  • 2 weeks later...
Posted (edited)

Character Quirk/Terminology Guide (For Me)

 

Kat/Warp

 

Habits And Quirks
  • "Blood and fire." - Kat likes Dany.
  • Theater and stage wordplay - Kat draws on her theater background whenever she's trying to be dramatic or condescending.
  • Clutching at left hand - Discomfort, out-of-placeness
  • "This is my life now." - An expression of resigned frustration.
  • "Hahahe." - Her laughter, when transcribed.

 

Terms
  • "Baseliners" - Non-meta humans
  • "Rube" - Moron
  • "Overblown chicken" - Cereberus Rex

 

Wright

 

Habits And Quirks
  • "Sayings or punchlines"

 

Terms
  • Ginus - Rogue planet, homeworld of the Tiyral. Former Delaztri forgeworld. Long thought destroyed. 
  • Tiyral - The people of Ginus.
  • Neomatt - Short for 'Neomatter.' Matter with special properties, does not occur naturally in this universe. Vital to Tiryal tech of all kinds.
  • Sing Forge - Through replicating the environmental conditions that caused the Big Bang on a micro scale, the Singularity Forge can create various kinds of neomatt. The Sing Forges of Ginus were the pride and joy of the Tiyral people in the days of the Delaztri empire.
  • Infinity Drive - Tiyral-Ginus' solution to galactic travel.

 

 

 

CLASSIFIED
AUTHORIZED PERSONNEL ONLY

 

 

This record exists for the purpose of monitoring the progress of students until their date of graduation and monitor the progress of their powers to allow our doctors to properly understand their powers and guide our students. Unless otherwise specified by principal Summers at the end of FALL SEMESTER 2015 file K/S/T/00001 shall be closed.

 

Betray our students' trust at your peril.

 

FILE STATUS//CLOSED

FILE//K/S/T/00001

NAME//KATHARINE LILLY SHADE

SOURCE//ENTROPY

CLASSIFICATION//TELEPORTATION

ALIAS//NONE//WARP

STATUS//CITIZEN//ACTIVE//RESTRICTED//INACTIVE

SECTION 1//INTERVIEWS

 

ENTRY 001

 

"I know you've had a rough couple days. We've all been there—and when we say that, we really mean it. I just want you to know you can come talk to me, or any of the other teachers here. We're dealt with far stranger than a teleporter here or there, no matter where they powers came from."

 

Silence.

 

"This is a lot to take in, I know. But, if you're up for it, I'd like to ask a couple questions, while the memory is still fresh. Do you think you can do that for me?"

 

". . . Okay."

 

"Can you tell me about how you learned about your powers?"

 

"Well, I'm in—was in—an acting troupe back in Normal. Called the 'AbNormals Acting Troupe.' And we were, well, someone had written a new play, and it was getting around. It wasn't a huge deal but it stared a street urchin in Chicago and everyone thought it was a huge deal that we got a play set in Illinois so they wanted to do it. So they were figuring out who to give the lead parts to and . . ."

 

"Records show that you got that part. Is that correct?"

 

"Yeah. It was one of those hallmark Christmas special things. Girl struggles, dies dramatically, everyone gets around her and feels bad that they didn't help her more. Newberry medal stuff."

 

"What happened?"

 

"Well, I was going over my lines before I went to bed, over and over. Right? Trying to get into the role. Like you do. So, when I was sleeping, I was dreaming about it, and I forgot I was me and kept going through the play in my head and when I got to the end I . . . Woke up. Well, you know, right?"

 

"We would like to hear it in your words."

 

"It-it was night, right? Still late. And I woke up, and I was laying down weird so I shifted a little and fell into . . . People who put wet stuff in their garbage are bags are garbage. Well, I fell between a few bags of trash and spent a few minutes trying to claw my way out and I was, in the middle of a street. Biggest city I've ever seen, in a dumpster."

 

"Do you know what street?"

 

"What? I don't know. It was a street. I started to panic . . . and I started to cry . . .  and . . ." Silence.

 

"I think that's quite enough for today. Thank you, Katharine."

 

"No one calls me that."

 

ENTRY 002

 

"I'm here to talk about today's incident, Kat."

 

"I didn't do ANYTHING!"

LIE//CONFIDENCE - 86.6%

 

"Kat. You're not in trouble. But if you continue to lie you will be."

 

Silence.

 

"Understood?"

 

". . . Yes."

 

"Good. Now, we have some of our best psychics on site. If you had any idea what you were doing, we would know, and we'd be having a very different talk right now. It's important you tell the truth. Now, did you have any idea that you were capable of . . . This?"

 

"No!"

TRUTH//CONFIDENCE - 76.3%

 

"No one anticipated this. This is an accident and we all understand that. But we need to take steps to ensure that this does not happen again and so that you can bring this aspect of your powers under control. Can you tell us exactly what happened? What you were doing, how you were feeling. Anything could be important."

 

"We were arguing about . . . I don't know, something dumb. It doesn't seem important now. I was just stressed after everything that's been happening . . ."

 

"Perfectly understandable. Go on."

 

". . . And I got really wound up, and I snapped at him. And he snapped at me. And we started yelling. I got so mad and . . . I sort of felt something . . . Brimming. Then it happened. I'm sorry, I don't really remember much else."

 

"That may be enough. As unfair as it is, we're going to have to ask you to stop yourself from engaging in anything that may raise your agitation for a while until we figure out how to manage this. Do you think this may be related to your poor teleport control?"

 

". . . Maybe. Um . . . ?"

 

"You have a question?"

 

"Is the floor going to be okay?"

 

"The floor will be fine, thank you for your concern. Now, while your power mishap will be written off as an accident, there is the matter of you yelling in the dorms . . ."

 

"What!!"

 

ENTRY 003

 

"You seem to be making a lot of progress with control. Your warps are always very near the target now and your attacks, now that you've managed to make them manifest reliably, seem to go where you want them to. And we haven't heard of any misfires."

 

"There weren't any."

TRUTH//CONFIDENCE 92.6%

 

"That's great to hear. Now, I'd like to be able to progress to the next step, but we need to be able to be certain to the reliability of your powers. You were having a lot of trouble triggering them all before. I'd like to know if anything changed."

 

"I don't think so?"

LIE//CONFIDENCE 67.3%

 

"It's fine if you don't know, but we may have to delay advanced tests until we're absolutely sure. Are you sure you've told us everything?"

 

"Yeah."

LIE//CONFIDENCE 90.5

 

"Kat. Are you one hundred percent sure you're being honest with me?"

 

Silence.

 

"We delight in our students improving, but in metahumans, sudden, inexplicable increases in proficiency sometimes have ulterior causes. When you don't tell us, it doesn't really look good."

 

"I mean, sure! But I didn't do anything bad. I'm not bad."

 

"I didn't say you were. We just want to be able to understand your progress and help in any way you can. The sooner you share, the sooner we can help you."

 

"OKAY OKAY whatever, it's just . . . It sounds really bad."

 

"No judgment."

 

"When I blew a hole in the floor and you told me not to get angry, I thought, maybe certain kinds of thinking made it easier? I don't know. So I tried calming down and metiating like you asked. I looked up those things you sent me, freeing my mind and whatever, staying fit, having confidence. And it kept, it just kept not working or almost working, and I was so fed up. I thought, 'I'm better than this stupid stuff,' and it just . . . worked."

 

"Better than what?"

 

"Like . . . This problem I've been having, not being able to get places. Everything about taking care of spacetime, and being careful with it, and respecting it. I just thought, 'this is stupid, I'm better than this. And it . . . works? All the time."

 

"I can see why you may have been concerned, but it's nothing to be worried about. It seems like your teleport is facilitated by your ego, your, for lack of a better term, arrogance. We can use this as triggers in order to turn your powers to a productive purpose. Is there a similar trigger that controls your bolts? Anger, perhaps?"

 

"Kind of? It's not really anger though. I can do it calm too. I just have to . . . want to hurt it. I, um. Imagined they were some kids at my old school I didn't like."

 

"Your powers are triggered by ego and malice?"

 

". . . Yeah . . ."

 

"We can work with that."

 

Entry 004

 

"I hear that you're interested in becoming an active hero?"

 

"Yep!"

 

"You've made great strides with control, so you will be approved regardless, but I would be interested in hearing what changed your mind."

 

 

 

A tributary of Empress Una's netherworlds, the resources of Laref are controlled by mages of the empire who float in a castle above the vast forests of Laref, passing down decrees to those below who must obey or perish. The history of Laref is skewed and unknown to its inhabitants, who remember nothing of the time before Una ruled them. All those born in Laref are natural shifters with the ability to adopt an animal form to wear as their own.

 

Yripet (The Gilded City)

 

A shining jewel in Una's crown, Yripet is a sprawling metropolis-dimension of a size that can only be guessed. The worlds that Una dominates have many fates, but their greatest, most glorious cities she rips from their realities, stitching them together to become a piece of Yripet's greater whole to be made part of her splendor, to be admired as a symbol of her dominance.

 

The end result leaves Yripet a haphazard collection of anachronisms and social instability skewed by a tremendous abundance of magical energy, causing an awkward mixture of hovering, horizontal skyscrapers connected by rope bridges to the towers of moss-draped castles.

 

Yripet's denizens are sometimes mistaken for humanity, but usually not. Anyone and anything who lives for long enough consuming the food and breathing the atmosphere of this place forgets who they were before and becomes a daemon.

 

The Family

 

A makeshift family of disaffected T-babies gathered under their father's wing to keep them safe. But is that all . . . ?

 

“Papa”

 

The patrician of 'the Family.' A skilled telepath and mentalist with powers that are especially potent against the individuals known as T-babies. But he would assure you that he would never do anything like that, only to help relieve the pain of those who would otherwise succumb.

 

“Rock” and “Roll”

 

Two twins in their mid-teens. She has the power to adopt the properties of earth, becoming hard and nigh-impenetrable. The other is an entropic tinkerer whose pride and joy is a motorcycle that spits void from its exhausts and crosses the sky. His creations are half super-science half infusion of raw terminal power.

 

“Shepherd”

 

"Wolf"

 

"Red King"

The 'Red King,' Alice, is about six years old and is an incredibly potent T-baby with the power to warp and control space to the degree where she can reshape the landscape and create 'shortcuts' through space for her siblings to pass through. However she can only use her powers while asleep or, rarely, sleep-walking. Alice has been asleep for ten years, protecting the Family's home from outside incursion at Papa's mental beckoning, and during that time she has not aged a day.

 

Synthesis 

Interdimensional colonists. The synthesis cross dimensions, dominate worlds and incorporate the native fauna of the world into their mechanisms. 

Edited by Curious Key
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