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Curious Key

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Posted (edited)
Deleo Razor 2 (8/10PP Device, Flaws: Easy To Lose) 6PP (Descriptor: Entropic)
 Apply to Entropic Strike (Feats: Accurate, Extended Range [5']) 2PP
 Enhanced Defense 2 4PP
 Enhanced Protection 1 1PP
 Apply to Prime Terminus Array (Feats: Accurate) 1PP

 

"His initial testimony is remarkable: he does not deny being a werewolf, but he says that werewolves are the dogs of God, and that they go into Hell, which lies across the sea, three times a year to recover grain, cattle, and so forth that are stolen and taken there by sorcerers."

 

 

Immortal Concept farm:

 

Long-Lived Reincarnator

 

half immunity to aging

 

on death, is reincarnated as a child, recovering their memories over twenty years

 

Deeply connected to Souls and soul magic? Cognition. Memory? Dreams.

 

Artificial Human

 

built with alchemy in ancient times, persists to modern day, built by a long-dead alchemist with the sacrifices of many innocents.

 

Bearer of the Aetheric Soul

 

Natural embodiment of the fifth 'element' of artistolian fame, Aether/quintessence. Made eternal light. Hunted by alchemists.

 

Embracer of Change

 

Normal human, embraced the aspects of chaos into their body and was welcomed by them. Death is merely change, and they are always changing.

 

Neonate Vampire

 

Classic bloodsucker inspired by the old literature. Refuses to submit to their nature, determined to destroy their sire and unshackle their soul from oblivion.

 

Learned Sorcerer

 

Staves off age with spells and sorceries. Has no particular protection against death except through aging and cannot revive.

 

Unfettered Soul

 

Possessed by a spirit of freedom, is unconstrained by many mortal limits, including aging and death. Has been adventuring and swashbuckling for centuries, in one form or another.

 

Deathless Wanderer

 

Their death was taken from them and used as a weapon to end a being that was meant to be endless, long ago. Now, without a death of their own, they walk the line between spirit and flesh, hunting abominations. 

 

Guardian of the Stone

 

A poor soul buried in a castle or structure as part of a ritual and resurrected as a guardian spirit, bound to its protection. Later, pieces of the structure is rebuilt by a savvy architect with a mind for the mystical. The guardian moves once more! 

 

Sleepless Revenant

 

Plagued by terrible dreams, this person gave her sleep away to the fae in a bargain to keep the nightmares away. Without sleep, there is no rest. Without rest, there is no death.

 

Soulbound Partners

Two twins/lovers/allies/enemies bound together--so long as at least one of them is not dead the other cannot truly die.

 

Supernal Scion

Child of a human and a supernatural creature. Through quirk or blessing of their family, they are ageless, and maybe undying.

 

Bodysharing

Don't worry the ancient possessing spirit has permission, it's fine.

 

Resurrection Worked TOO Well

You died. Then, in a last, dramatic attempt to save you, you were brought back. And it worked! Everyone you knew is dead now. You're still here.

 

Kinda A Lich?

Your life and well being is tied to a particular place or thing. So long as it is still standing, you cannot die.

 

Cyclical 'Life'

 

Rather than dying, upon reaching a certain threshold of age, the person regresses, becoming more youthful to 'reset' the aging process.

 

 

Vigil/Sleepwalker/Soma/Lull

 

An ancient hero who must devour the wakefulness of others to maintain their sanity. 

 

Powers: 

 

Long ago, this hero turned their sleep into a weapon and condemned a foe of the world to a deep, enchanted slumber. But in the process, they sacrificed their sleep. Without sleep there can be no rest, and without rest there can be no death. The hero is condemned to a sleepless, deathless existence until the world falls.

 

The hero can consume the waking thoughts of those around them in order to sustain themselves. This can manifest in drinking the thoughts of others, allowing the hero to read their mind. All those who touch the hero risk their wakefully slipping through their fingers, collapsing into sleep. They must feed on the wakefulness of otherwise, or else fall into the deep exhaustion of one who longs to sleep but never cane. 

 

They carry the ethereal sword, 'Dreamnail,' which put their ancient enemy to sleep so long ago. It can cleave through mind and matter with equal ease. 

 

Night and Gale/other combo

 

Soulbound enemies turned aside their hatred and exist as partners.

 

These two people were born long ago as mortal enemies from the moment they met. Their fates intertwined. So long as one lived they other could not die. It was their destiny to destroy each other. Instead, they found peace.  

 

Powers: 

 

What their powers will be depends on what is settled on, but the crux is that they are existences that oppose one another. The are existences that oppose another another. Neither can die while the other lives. 

 

Pyre/Igknight/Ignite/Kindle/Kindling

 

Child of an ancient spirit of fire, their death is not the end of them. From the ashes they are reborn again but never quite the same. 

 

Powers:

 

Has reincarnation as part of their immortality, changes significantly in the event of their 'death, both in the form and function of their powers.' Presently ,can conquer a sword of fire and fiery wings, but mostly stokes the inner fires of people's hearts and passions. Only half immune to aging. Loses memories after each 'death.'

 

Antediluvian/Primeval

 

Once upon a time, long ago, when humans were first cutting bronze, a child realized that they could control their shape. An ancient magical power resonates in their blood. They have been regarded at times as a guardian spirit, or monster.

 

Powers:

 

Tied to a primal aspect of life, this hero's shape varies greatly at their will, ever-shifting and often monstrous. Between morph and varied descriptor strikes

Edited by Curious Key
Posted (edited)

Maybe this will become a thing? Iunno. We'll see.

 

The Nirmet Family 

 

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

 

Public Synopsis

 

Since shortly after the Terminus invasion, the Nirmet have been an undercurrent that those who follow the T-Baby phenomena may have heard something of. When prejudice against T-babies was rising, children with entropy-based powers claiming to be from the 'Nirmet' family began to appear and intervene. Largely considered a force for good by those who favored advancing the rights of T-babies, these would-be champions advertised a safehouse for any terminally empowered child to join, safe from the rough edges of the world.

 

As time went on the Nimret family was treated with increasing unease. They refused to say where they made their home or where they took children who sought shelter, though those children seemed quite happy when they appeared again—usually to try to invite others to join them—and their mysterious patriarch, 'papa,' appeared very rarely and never long enough to be questioned. As the years passed even those who favored T-baby rights became increasingly uneasy with the incredible secretiveness with which the Nirmet operated, with no sign of where they were or where they lived or what they were doing except that their children were 'safe.'

 

While they cite a distrust of any government that might attempt to harm the children under their care, their continued evasiveness is enough to make anyone nervous. It can be hard for anyone to say for sure whether the Nimrets are a makeshift family united against the oppression turned against them . . . Or a cult, preying on vulnerable hearts and minds. Considering that their activities seem to be limited to stopping violence and crime against other T-babies and offering a place to stay the hero community is often confused in how best to treat them. Should they be welcomed as fellow heroes? Or should their shady practices invite deeper study?

 

 

 

The Nimret lived in a bubble of folded-over space cobbled together out of little bits of the world pulled together by the powers of the first child that 'Papa' found, Chelsea “Red King” Nirmet, which Papa uses to send his children all over the world in an attempt to gather more for his flock.

 


 

Papa, you see, is a disturbed man with an even more disturbing goal. A lost refugee of a broken world where T-babies came much earlier, Richard Nimret watched as his children, T-babies of mild strength themselves, were killed by prejudiced townspeople while he escaped. He never forgave himself for that, and he never stopped longing to hold and love his children again. He attempted to fill the void at the same time, by force.

 

He prefers T-babies to come to him by choice, to take his hand and let them be welcomed into the fold. But he is quick to decide that they do not understand their best interest, and when he does it is a simple matter for him to bind their minds and make them come. In time, after gently attempting to convince the (usually frantic, panicking) child that he has their best interests at heart, he will reluctantly lay a hand over their eyes, erase their memories and build up a new tragic history that casts Richard in the role of their savior and loving adoptive parent.

 

While an average mentalist by most standards, his powers become exceptionally powerful when turned against other persons linked to the Terminus, as he and other T-babies are. When Papa has made up his mind it's only a matter of time before you join the family.

 

And sometimes, when a a servant of Omega arrived unannounced and seizes a member of the family they remind Richard Nirmet of how exactly he escaped his homeworld, and what he promised to do. And every time when they leave Richard erases his own memory so he will not have to live with the guilt and continues onward as though it never happened.

 

 

 

“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”

The public face of the Nirmet, ironically enough, covers their face with a cowl, citing disfigurement as her reason. The truth is, Shepherd, without her face covered, might be identified. Her powers are poorly understood, as there does not seem to be any consensus on what, exactly, her powers are, because she seems to have done most everything.

 

“Wolf”

He's the size of a truck, he's scary, he howls, he's one of the most dangerous members of the Nirmet, he's nine years old and terribly lonely. Papa is the only person that Wolf has met who can really 'talk' to him. In return for his love, Wolf would do anything Papa asks.

 

“Red King”

Chelsea can shape an immense amount of space according to her will, as long as she is asleep. She uses this to build the home on which the mansion sits and the Nirmet live, opening tunnels to and from it whenever someone in the family wishes to open up a path and do their work in the cruel outside.

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

Gonna spend a few points on traits and powers, spending a total of eight PP. Nothing huge. Changes below:

  • Enhanced Dexterity Increased by four ranks
  • Fortitude and Will saving throws both increased by two.
  • New Complications.

 

 

 

 

 

Player Name: Curious Key

Character Name: Warp
Power Level: 10/12 (190/193)
Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC
Unspent Power Points: 3
 
 
Complications:
Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. 
I Need This Gig Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands.
Overwhelmed — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to complicated lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. 
Reality Unweaving   When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world.
Psychosomatic Powers  The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed.
Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call. 
Caught Red-Handed  While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder.
In Sheep's Clothing  . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Use of her powers can cause system failures as it tries to adjust to the spatial rubberbanding, disabling its main functions altogether until Warp resets it. It takes some time to recalibrate, leaving Warp unable to don her civilian disguise for what can be precious minutes, or even hours.
 

 

 

 

Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP
Strength: 14(+2)
Dexterity: 14/22 (+2/6 Enhanced Dexterity)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 18 (+4)
 
Combat: 10 + 10 = 20PP
Initiative: +10/14
Attack: +5 Base, +13 Entropic Strike/Reality Erosion
Grapple: +7
Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed
Knockback: -3/-1
 
Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +6 (+3 Con, +3 Protection)
Fortitude: +9 (+3 Con, +6)
Reflex: +12 (+2/6 Dex, +6)
Will: +10 (+4 Wis, +6)
 
Skills: 68R = 17PP
Acrobatics 8 (+10/14) Skill Mastery
Bluff 12 (+16) Skill Mastery
Concentration 6 (+10)
Diplomacy 6 (+10)
Disguise 6 (+10/30 Morph)
Notice 8 (+12/17 Cosmos Touched) Skill Mastery
Sense Motive 6 (+10) Skill Mastery
Stealth 6 (+8/12)
Intimidate 10 (+14)
Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) 

 

Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP
 
Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant)

 

Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
Edited by Curious Key
  • 8 months later...
Posted (edited)

Post-Singularity Mind With A Ship

Player Name: Curious Key

Character Name: Wright
Power Level: 10/12 (180/180)
Trade-Offs: +4 Damage / -4 Attack, +2 Toughness / -2 Defense
Unspent Power Points: 0
 
In Brief: Runaway shipwright from a paranoid machineworld dedicated to dragging her planet out of hiding.
 
Alternate Identity: Yilay Uluntaatni'l
Identity: Public
Birthplace:  Branch Movsia, Planet Gintry
Occupation: Shipwright
Affiliations:  The First Minds of Gintry
Family: Progenitors Ulun, Ni'l and Taat, Meshmate Ethir 
 
Age: 957
Race: Gestalt/Digital Mind
Height: --
Weight: --
Eyes: --
Hair: --
 
 
Power Descriptions:

 

While Wright would likely contest the classification, the frame they use to interact with analog beings is a robot.

 

Most of their toolkit relies on drawing on the powers of the Wayfarer remotely. Through a clever combination of wormholes and quantem displacement tech, Wright can use their ship's mechanisms to devastate enemies from a distance. 

 

History:
 
 
 
Personality & Motivation:
 

Personality

 

Powers & Tactics:
 
Powers
 

Complications:
Waywherer? —  Wright's 'Wayfarer Support' array requires that they be within range of their ship in order to make use of its powers. Their quantum entanglement is nigh impossible to break, but if the Wayfarer is further than a solar system away or disabled, Wright loses access to its powers.
Digital Proselytizer —  Wright will live forever, and she wants you to too! She has a persistent tendency to remind those she calls 'analog minds' that she can give them a digital forever. She does not see the fact that many do not appreciate her invitations to offer them continuity of consciousness as any reason to stop offering. In the wake of so many attempted machine takeovers, her pushiness can be easily interpreted as something more sinister. 
 
Abilities: 0 + 2 -10 + 20 + 8 + 0 = 20PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 0 (—)
Intelligence: 30 (+10)
Wisdom: 18 (+4)
Charisma: 10 (+0)
 
Combat: 6 + 6 = 12PP
Initiative: +1
Attack: +3 Base, +4??
Grapple: +0
Defense: +8 (+3 Base, +5 Dodge Focus)
Knockback: -3
 
Saving Throws: 0 + 6 + 4 = 10PP
Toughness: +12 (+12 Protection)
Fortitude: —
Reflex: +7 (+1 Dex, +6)
Will: +8 (+4 Wis, +4)
 
Skills: 0R = 0PP
Skill 0 (+0)
 
Feats: 0PP
 
Equipment: ?PP = ??EP
 Vehicle - Wayfarer
 
 
 
Powers: 30 + 6 + 12 + 27 = 75
 
Immunity 30 (Fortitude Saves) 30PP
Regeneration 6 (Resurrection [One Week], Recovery Bonus +0) 6PP
Protection 12 12PP
 
Wayfarer Support (26PP Array; Feats: Alternate Power) 27PP (Descriptor: Tech)
 BP: Damage 14 (Extras: Ranged) 26PP (Wormhole Bombardment, Descriptors: Plasma)
 AP: Move Object (Gravity 
 
Drawbacks: 0 = 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 (20) + Combat (12) + Saving Throws (10) + Skills (0) + Feats (0) + Powers (75) - Drawbacks (0) = 117/180 Power Points

 

Edited by Curious Key
  • 1 month later...
Posted (edited)

Player Name: Curious Key

Character Name: Super name
Power Level: 10/10 (150/150)
Trade-Offs: N/A
Unspent Power Points: 150
 
In Brief: Read left for instructions
 
Alternate Identity: What's Your Name?
Identity: Secret/Public
Birthplace: Where you from
Occupation: What you do
Affiliations: Who you know
Family: Read left for instructions
 
Age: Age (DoB: Birthday, birth year)
Gender: <.<
Height: How Tall
Weight: How Heavy
Eyes: <.<
Hair: <.<
 
Describe them physically in this space.
 
Power Descriptions:

 

Tell me how their powers look. Try to keep it limited to that. 

 

History:
 
Brief History here.
 
Personality & Motivation:
 

Personality

 
Powers & Tactics:
 
Tell me how their powers are used.
 

Complications:
Complication — How it complicates
 
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: +10/14
Attack: +0 Base, +0 Ability
Grapple: +0
Defense: +0 (+0 Base), +0 Flat-Footed
Knockback: -0/-0
 
Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +0 (+0 Con, +0 Protection)
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)
 
Skills: 0R = 0PP
Skill 0 (+0)
 
Feats: 0PP
Feat
 
Equipment: 0PP = 0EP
 
Equipment Here
 
 
Powers: 0 = 0PP
 
Array 0 (0PP Passive/Active Container) 0PP (Descriptors: Describe)
Power

 

 

 
Drawbacks: -0
 

DC Block

ATTACK              RANGE      SAVE                  EFFECT

Unarmed             Touch      15DC Toughness        Damage (Physical)

 
Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 0/150 Power Points
Edited by Curious Key
Posted (edited)

Player Name: Curious Key

Character Name: Antediluvian
Power Level: 10/10 (150/150)
Trade-Offs: N/A
Unspent Power Points: 150
 
In Brief: Read left for instructions
 
Alternate Identity: What's Your Name?
Identity: Secret/Public
Birthplace: Where you from
Occupation: What you do
Affiliations: Who you know
Family: Read left for instructions
 
Age: Age (DoB: Birthday, birth year)
Gender: Fluid
Height: How Tall
Weight: How Heavy
Eyes: <.<
Hair: <.<
 
Describe them physically in this space.
 
Power Descriptions:

 

Tell me how their powers look. Try to keep it limited to that. Don't infodump too much. 

 

History:
 
Brief History here.
 
Personality & Motivation:
 

Personality

 
Powers & Tactics:
 
Tell me how their powers are used.
 

Complications:
Complication — How it complicates
The Beast Within — They've been around for a long time, but the true nature of their power remains a mystery to them. Somehow, they are tied to a root of primal power, older than man
 
Abilities: 12 + 0 + 0 + 0 + 0 + 0 = 12PP
Strength: 22 (+6)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
 
Combat: 0 + 0 = 0PP
Initiative: +10/14
Attack: +0 Base, +0 Ability
Grapple: +0
Defense: +0 (+0 Base), +0 Flat-Footed
Knockback: -0/-0
 
Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +0 (+0 Con, +0 Protection)
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)
 
Skills: 0R = 0PP
Skill 0 (+0)
 
Feats: 0PP
Feat
 
Equipment: 0PP = 0EP
 
Equipment Here
 
 
Powers: 17+8+4+2+10 = 42PP
 
 
Immunity 1 (Aging) 1PP (Ageless Body, Descriptor: Primal)
 
 
Morph 5 (+25 Humanoid/Animal/Hybrid; Feats: Covers Scent, Precise) 17PP (Freedom of Form Descriptor: Primal)
Additional Limbs 4 (Extras: Sustained [+0]) 4PP (Wild Limbs; Descriptors: Primal)
Elongation 2 (10 Ft) 2PP (Extension of Flesh; Descriptors: Primal)
Enhanced Trait 10 (Fearsome Presence 10) 10PP (Horrifying Countenance; Descriptors: Primal)
 
Movement 0 (0PP Passive/Active Container) 0PP (Descriptors: Describe)
BP: Land Form
Speed 2PP
Leaping 3 3PP
Super Movement 2 (Wall Crawling 2) 4PP
AP: Aquatic Form
Swim 5 (50mph) 5PP
Immunity 3 (Environmental Cold, High Pressure, Suffocation [Underwater]) 3PP
Enhanced Feat (Environmental Adaption [Underwater]) 1PP
 
Array 0 (0PP Passive/Active Container) 0PP (Descriptors: Describe)
BP: Damage 6 (Feats: Mighty, Variable Descriptor [Slashing/Piercing/Bludgeoning]) 8PP (Fang and Claw)

AP:

AP:

 
Drawbacks: -0
 

DC Block

ATTACK              RANGE      SAVE                  EFFECT

Unarmed             Touch      15DC Toughness        Damage (Physical)

 
Totals: Abilities (12) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (42) - Drawbacks (0) = 54/150 Power Points
Edited by Curious Key
  • 2 weeks later...
Posted (edited)

Player Name: Curious Key

Character Name: Ember
Power Level: 7/7 (105/105)
Trade-Offs: +2 Def, -2 Tou 
Unspent Power Points: 9
 
In Brief: Pyrotechnic mage drafted by and liberated from an oppressive magical state.
 
Alternate Identity: Amber Brand
Identity: ?
Birthplace: Earth-J-Coldwar-1, Sector 12 (geographically, Brooklyn, New York)
Occupation: What you do
Affiliations: Alexander Wolff et all
Family: Read left for instructions
 
Age: 16 (DoB: Birthday, birth year)
Gender: Female
Height: 5'6"
Weight: How Heavy
Eyes: Blue
Hair: Black
 

Amber is lean, stands a a middling height and only now really beginning to really develop into her adult proportions. Her training has built up the clear athletic physique of a dancer or acrobat; nimble, flexible and strong. Her hair is true black, cut above her bangs and long in the back, where she either leaves it free or pulled back in a low ponytail. When it comes to her wardrobe, Amber favors plain shirts or tank-tops, with shorts, leggings or skirts, paired with a jacket or vest—regardless of what the weather is.

 

costume: Blue, Black, White

 

Power Descriptions:

 

Ember can summon magical blue-red flames in an act of what people from her dimension call pyrosympathy. Her flames are deeply tied to the rhythm of her body, in particular her breathing. Her fire follows her movement of her body, less a spell she inflicts on the world and more an extension of herself. Her powers are most precise at close range, which she can use to propel herself from place to place as well as augment her strikes. Working at greater distances requires most of her focus, cutting off her ability to use most of the little flourishes that allow her to a really mobile fighter.

 

History:
 
Amber was born in a dimension where all 'superpowers' have a magical origin and where the governments of the world had run headfirst into an arms race in search of how to use magical power in the service of their country—and their military. People of magical potential were well cared for in a way, but they also had no choice. Their lives, futures and powers belonged to their nation. When the testers came to her school, her innate pyrosympathy marked her out of the crowd. Her life from that instant had been planned for her, as a federal magician of the country. She was trained, monitored, and her family was thrilled when she was chosen to be enrolled in a pretentious military program, and they were likewise thrilled to know the privileges they would receive as the family of someone who would become a federal magician. Her dad was happy, and gladly took advantage of the fringe privileges he received. Amber's mom quickly left the picture.
 
But there were many fundamental details of Amber's life that her handlers refused to budge on. When the time came they refused to respect what she would like to be called or acknowledge any of her unique needs. She was quickly marked as a problem child, subjected to geis to effectively curtail what they considered embarrassing behavior. In this state within a gilded cage in which disobedience had become impossible, it was easy to see the true nature of the regime that had drafted her as they shaped her into their magician. 
 
It was her mother who helped her escape. Having worked with the elusive 'Prometheus Movement' since after Amber was conscripted. She used her powers of foresight through flame to stay one step ahead of the state, and eventually to retrieve Amber from their clutches. Given precious little time to catch up, she was paired with her old friend Alex and cast adrift into the multiverse where they would both be safe. They came 'ashore' on Earth Prime.
 
Personality & Motivation:
 

Personality

 
Powers & Tactics:
 
While she has options at range, Ember really shines in close combat. An acrobatic fighter with a lot of tricks up her sleeves, with the depth of her training and the versatility of her physical blows Ember has more in common with martial artists than she does with most other energy manipulators, relying on her fire as a force to bring her blows up to par in an arena of superhumans rather than the true heart of her power.  
 

Complications:
Complication — How it complicates
 
Abilities: 6 + 8 + 8 + 0 + 6 + 0 = 32PP
Strength: 20 (+5)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)
 
Combat: 6 + 6  = 12PP
Initiative: +16
Attack: +3 Base, +7 Melee/Pyrosympathy
Grapple: +13
Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -0/-0
 
Saving Throws: 1 + 3 + 2 = 6PP
Toughness: +5 (+4 Con, +1 Defensive Roll)
Fortitude: +5 (+4 Con, +1)
Reflex: +7 (+4 Dex, +3)
Will: +5 (+3 Wis, +2)
 
Skills: 48R = 12PP
Acrobatics 8 (+12)
Concentration 9 (+12)
Disable Device 6 (+10)
Notice 7 (+10)
Sense Motive 12 (+15)
Stealth 6 (+10)
 
Feats: 29PP
Accurate Attack
Acrobatic Bluff
Attack Focus 4 (Melee)
Challenge (Fast Feint)
Dazzling Attack
Defensive Roll
Defensive Attack
Dodge Focus 6
Elusive Target
Evasion 2
Fearless
Improved Initiative 2
Improved Sunder 
Power Attack
Redirect
Stunning Attack
Takedown Attack 2
Uncanny Dodge (Auditory)
 
Powers:  11 = 11PP
 
Fire It Up! (11PP Passive Container) 11PP
Damage 2 (Feats: Mighty; Feats: Improved Critical) 4PP (Burning Melee)
Leap 4 (LongJ: 375ft, StandingLJ: 187ft, HighJ: 93ft) 4PP (Fiery Leap)
Super Movement 1 (Slow Fall) 2PP (Jet Landing)
Speed 1 (10ft per round, 10mph) 1PP (Jet Skate) 
 
 
Drawbacks: -0
 

DC Block

ATTACK              RANGE       SAVE                     EFFECT

Unarmed             Touch       20DC Toughness           Damage (Physical)

Burning Melee       Touch       22DC Toughness           Damage (Energy)

Stunning Attack     Touch       17DC Fortitude           Daze/Stun/Unconscious 

Dazzling Attack     Touch       17DC Fortitude           Dazzle (Visual)

 

 

 
Totals: Abilities (32) + Combat (12) + Saving Throws (6) + Skills (12) + Feats (29) + Powers (11) - Drawbacks (0) = 102/105 Power Points

 

Edited by Curious Key
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