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Curious Key

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"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."

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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

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Neonate Bedlam Vampire

Player Name: Curious Key

Character Name: Gloom
Power Level: 8/10 (150/50)
Trade-Offs: N/A
Unspent Power Points: 0
 
In Brief: A cowl with the ability to turn into mist wanders Bedlam!
 
Alternate Identity: Carm Karnstein
Identity: Secret
Birthplace: 
Occupation: 
Affiliations: 
Family: 
 
Apparent Age: Early twenties
Age: 34
Gender: Agender
Height: --
Weight: --
Eyes: --
Hair: --
 
 
Power Descriptions:

 

powers here

 

History:
 
Mirn Hesselieus was the child of a rare semi-successful entrepreneur in Bedlam. They had three siblings, two brothers and a sister. There's no such thing as a clear success story in Bedlam. There are dirty cops to pay off, cruelties to deliberately not see, but by the measure of Bedlam their father, Arnold Hesselieus, was a pretty good man. By Mirn's measure though, he was not a good father, and their family was better only by thin margins. For this and other reasons, Mirn was eager to get gone from Bedlam, considering the last and perhaps only true kindness their family allowed them to be scrounging enough money to send them off to college far away from Bedlam.  
 
Personality & Motivation:
 

Personality

 

Powers & Tactics:
 
Powers
 

Complications:
Miraca Hesselieus — There's still an open case on file for the search and retrieval of Miraca Hesselieus after ten years, and when they went missing there was an incredibly public search to attempt to recover them. (See how the city bends to accommodate Stone Ridge?) While it's been ten years, it's very possible that someone who remembers the old, high-profile case may recognize Carm for who they are . . .
Underside — 
Neonate — Barely a decade dead, by the standards of vampires Carm is a child. Even as her mind insists on rebellion her blood insists she serve their elders, and in most strongly their sire. This makes their ongoing war against the corruption in Bedlam—vampires and Carm's sire in particular—complicated. 
Vampire Who?  Carm does their best to hide their nature as a vampire, not only in their civilian life but whenever they try to play hero. They have no illusions about how Bedlam would prefer to handle creatures like them, and it may influence their tactics in counterproductive ways.  
By Blood Be . . . Uh?  Carm draws deeply on the spiritual connection that creatures share through the blood that runs in their veins for many of their powers. This can be a weakness, as bloodless creatures cannot be manipulated through their blood magic in the same way those that have blood can. 
Vampire Physiology  Despite requiring no fortitude saves, Carm does not to eat. Or, more accurately, drink. A deep, lethal drink from a human would sustain them for months, If they ever begin to 'starve' they find themselves unable to heal, assume their mist form and become increasingly inhuman looking. They do not appear in mirrors and mechanical devices operate as though she does not exist. 
 
Abilities: 0 + 6 -10 + 8 + 10 + 6 = 18PP
Strength: 10/26 (+0/8)
Dexterity: 16 (+3)
Constitution: 0 (—)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 16 (+3)
 
Combat: 6 + 8 = 14PP
Initiative: +3
Attack: +4 (Base +4, +8 Blood Magic) 
Grapple: +0
Defense: +8 (+3 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -3
 
Saving Throws: 0 + 3 + 2 = 5PP
Toughness: +8 (+8 Protection)
Fortitude: —
Reflex: +6 (+3 Dex, +3)
Will: +7 (+5 Wis, +2)
 
Skills: 68R = 17PP
Acrobatics 6 (+9)
Notice 9 (+14)
Stealth 7 (+10)
Survival 4 (+9)
Diplomacy 3 (+6, +10 Attractive)
Bluff 3 (+6, +10 Attractive)
Intimidate 7 (+10)
Sense Motive 5 (+10)
Search 6 (+9)
Gather Information 6 (+9)
Knowledge (Streetwise) 4 (+7)
Knowledge (Arcane Lore) 4 (+7)
Knowledge (History) 4 (+7)
 
Feats: 13PP
Assessment
Attractive
Dodge Focus 5
Equipment 2
Hide in Plain Sight
Power Attack
Improved Critical [Unarmed]
Well-Informed
 
Equipment: 2PP = 10EP
 
HQ: Underside (PL8 HQ) 8EP
No one talks about the derelict sewers beneath Downtown. Not because they're special, but because no one cares. A city project that was abandoned long ago along with the rest of the town, this expanded sewer fled to greener pastures, closed off with plywood and drywall and forgotten about. Lately, if anyone pays attention—and no one is—they might notice that something has moved into the sewers beneath Bedlam Museum. 
Size — Large [3EP]
Toughness  10 [1EP]
Features — Library, Concealed, Living Space, Laboratory, Security System [5EP]
 
Powers: 30 + 3 + 4 + 8 + 5 + 20 + 19 = 89
 
Immunity 30 (Fortitude Saves) 30PP
Regeneration 6 (Resurrection [One Week], Recover Bonus +0; Flaws: Limited [In Darkness]) 3PP
Concealment 4 (Total; Extras: Permanent; Flaws: Limited [Machines]) 4PP
Protection 8 8PP
Super Senses 5 (Blood Awareness [Olfactory, Acute, Analytical, Extended |100 ft Notice Increment|, Tracking] 5PP
 
Blood Magic 9 (18PP Array, Alternate Power 2) 20PP (Descriptor: Blood)
BP: Enhanced Strength 16 (Feats: Accurate Attack 2 [Unarmed]) 18PP (Fortify own Blood)
AP: Emotion Control 8 (Feats: Accurate 2) 18PP (Rally the Blood) 
AP: Mental Transform (Alter Memories; Flaws: Sense Dependent [Eye Contact]; Extras: Range +2 [Perception], Duration +1 Continuous], Alternate Save [Will]; Feats: Accurate 2) 18PP
 
Vampire Forms 9 (18PP Array; Feats: Alternate Power 1) 19PP (Descriptor: Undead)
BP: True Form 3.4 (17PP Active, Sustained Container; Feats: Innate) 18PP
  Reveal hidden contents

AP: Mist Form 3.6 (18PP Active, Sustained Container) 18PP

Insubstantial 2 (Mist, Extras: Linked; Feats: Selective) 11PP
Flight 1 (10mph, 100 ft per round, Feats: Subtle) 3PP
Obscure 4 (50ft radius, Visual, Mist; Flaws: Range [Touch])
 
Drawbacks: (-3)+(-3)= -6

 

Vulnerability (Fire, Frequency: Common. Intensity: Moderate [1.5X DMG]) -3

Vulnerability (Holy, Frequency, Uncommon. Intensity: Severe [2.0X DMG]) -3

 

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 (18) + Combat (14) + Saving Throws (5) + Skills (17) + Feats (13) + Powers (89) - Drawbacks (6) = 150/150 Power Points

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Player Name: Curious Key

Character Name: Raiment
Power Level: 10 (150/50)
Trade-Offs: N/A
Unspent Power Points: 0
 
In Brief: A scarf-slinging sorceress, imprisoned in the Netherworld for an eon newly free, trying to understand what it means to be a individual.
 
Alternate Identity: Sanna
Identity: Secret
Birthplace: Dead, Forgotten World/Netherworld
Occupation: Student
Affiliations: Claremont Academy
Family: Unknown
 
Apparent Age: Late Teens
Age: No One Kept Track. Adolescent.  
Height: 6'3"
Weight: 220 lbs
Eyes: Yellow
Hair: Black/White
 
In her human form, Sanna resembles an impressively tall and broad-shouldered human girl. She appears fair-skinned with dark hair that hangs about her ears. Her face is rounded, with wide, piercing eyes and a resting expression that can be best described as 'calm.' Sanna's outfits can vary widely, though he favorites tend to reoccur. She doesn't really know what to do with the attention that she tends to get in crowds, so she tends to pick wardrobes that come with jackets and coats that make her form seem bulkier while her bottoms vary from shorts to skirts to jeans to leggings depending on her wishes that day. The inner layers of her tops tend to have a second pair of holes which people only familiar with her human form may find puzzling.
 
Her true form is more much more striking. There are several major deviances from the human form which must be noted. Instead of two eyes, Sanna has three; two in the usual places and a third in the center of her forehead. A pair of dark horns that spiral up and backward from her top of her head. A second pair of arms that emerge from her back, just below her shoulders. And she has a long black tail, with a point in the shape of an arrowhead. Aside from that, symmetrical purple 'birthmarks appear as slashes around her normal eyes, her hair is stark white and her three eyes glow with a yellow light. This can lead people to consider Sanna monstrous or even demonic.
 
As Raiment, she wears a purple cloak to hide and keep from restraining her four arms, with a hood that she can pull up over her horns. Below that, she wears black and gray, tailored to fit her body, spun in a fashion meant to be sturdy and functional rather than pretty. Her hands end in fingerless gloves that overlap with her sleeves while her feet end in brown combat boots. The biggest break to the theme of purple and black is some sort of deep orange scarf around her neck. In costume Raiment cuts quite a striking figure.
 
Power Descriptions:

 

Some aspects of Sanna's powers spring from her inhuman physique. Her extra limbs and disconnection with this reality serve as reminders of her otherworldly origin as a fiend of the Netherworld and her third eye allows her to see magic, which helps to give her an edge which cannot be denied.

 

However, what most defines her power is her influence as a namer. She can 'speak' in any language, to any creature, object or spirit, allowing her to communicate almost anyone or anything on amiable terms, including humans. The most obvious expression of this is how she Names most of her possessions. Her Named possessions shapeshift according to Sanna's will, allowing her to turn he coat into wings to carry her, unfold her sleeves into great fists, sharpened blades in her hands and much, much more. 

 

History:
 
Once upon a time, there was a world that bravely resisted Una, who rules the Netherworlds. Whose heroes were many and brave. Again and again they cast her forces down and forced her back, creating a bulwark she could not surpass.
 
Until she did surpass it, like she always does. Eventually.
 
Una chained their souls into many-eyed towers that forever witness their ultimate failure and in spite seized every person that they had ever known. And before the towers she ripped these people from their bodies, burning their memories, names and selves until all that remained was a writhing, spiritual core, barely aware enough to feel the pain. And these souls she shaped into feral creatures, imps who would fight and die, living as vermin in the world their heroes' had sought to protect them from. Satisfied, Una moved on to her next prize and forgot these remnants of her vengeance.
 
One such remnant, clinging to the aching echo of memory fought amongst the creatures of the Netherworld to preserve the bitter flame of its life, surviving. The creature that she became was scarcely capable of personhood and had no name. But her shell belied the soul inside her, which burned with a brightness that her body could not quite cage. Though true language was beyond her, she could 'speak' to the world, and the world spoke back. In time, the little fiend learned to befriend her surroundings. With a gentle variant of Naming, she set herself above her peers, building herself allies into the walls of her warren and the tattered scraps of cloth across her body.
 
After some time, during a purge of magical vermin, the fiend proved herself to be a particularly resilient creature. Her nascent magery intrigued one of Una's agents, Dankava the Antiquarian, who obtained her, bound her and enthralled her. Intrigued by the fiend's curious magic and bright soul, Dakava carried her with him across the worlds that Una would collapse into the Netherworld.  The fiend had no concept of time, but as universe after universe collapsed, her magic matured. Eventually, she grew powerful and self-aware enough to Name herself. She called herself 'Sanna,' and the shell that had imprisoned her soul blossomed into a vessel which suited her. 
 
Dankava was delighted by her evolution. He did not understand how much her Naming had weakened his enchantment. She worked under her for more campaigns, but her self-awareness tugged constantly at his spell, chafing under the weight of a heavy-handed compulsion designed for a far weaker-willed creature. In the name of Una's conquest, Sanna worked at Dankava's side on rituals--always thwarted--meant to undermine Prime and deepen Una's foothold there. 
 
The last one should have worked; Dankava had done everything as he should have. He made his speech, threw open his arms and welcomed the armies of the Netherworld to storm Prime . . . And nothing happened.
 
Eventually, the heroes found out why. Miles away, by the sea, where the sun had begun to set, Sanna had dropped her pieces of the ritual into the sand, stood by the water, feeling the tide wash over her feet and staring longingly toward the horizon. She was taken into custody, where there was some debate over how exactly she should be punished for her crimes against Prime. Ultimately, a mind control clause spared her heavy incarceration, but all the same, it wouldn't do to let an ancient, adolescent netherworlder out onto the world no strings attached.
 
Ultimately, she was deemed an orphan child, which allowed her to be legally established as an orphan child. Claremont Academy was quick to offer a place for her to stay, and the establishment at Freedom found that in a matter of hours she was already being escorted, confused, out the door and into a car. In Claremont, she could have space to learn to be her own person. And in Claremont . . . She could be carefully watched, in case everything was not as it seemed.
 
Personality & Motivation:
 

The work Sanna does with her magic has done a lot to shape her personality. At the heart of it, her magic comes from empathy, from negotiation, from compromise and mutual respect. While she's generally more used to talking to objects and animals than peers, these skills translate well into Sanna's interactions with her peers. She listens intently and with absolute earnestness, which can make her easy to talk to . . . If her predisposition toward quiet doesn't put you off. 

 

Ultimately, her worldview revolves deeply around names. She has spent a long time listening to the worlds. Its stones. Its beasts. Its spirits. Each of them with a unique voice, something thorough, vivid, deeply and thoroughly their own. Their own personalities, boiled into the essence of who and what they were. A unique and precious thing, worth respecting. But, as Una conquered worlds, she seized these unique things, paved over their unique names, their unique selves and burned her own into its place. Just as she had once burned Sanna.

 

That is the one thing that raises Sanna's ire. The theft of agency, the erasing of a name. Much crime can be boiled down to that, and she feels it is her obligation to stop it wherever she finds it.

 

Powers & Tactics:
 
Ultimately, it is Raiment's first instinct to negotiate. To talk before a fight breaks out. She will often move into confrontations with an intent to deescalate and hopefully end the combat before it starts and she will leverage every nuance of her supernatural charm to make it happen.
 
If that fails, Raiment prefers to proceed in a supporting role. Restricting her targets, pushing to force them to reveal openings. snaring and inhibiting their movements to try to make it a little easier for anyone she is working with to pick them off. On her lonesome, all her clever tactics of support go out the window, and instead she becomes intensely focused on finishing the fight as quickly as possible with as much force as possible as she reverts back to her original mode of fighting; with fierce focus and brutality.
 

Complications:
New Cloak Who Dis? — Raiment's magic only works with clothes which she has had time to get acquainted with. It can take a few days for her to become familiar enough with a new garment to properly name and manipulate it. This can cause problems.
Verbal Magic  Sanna's magic relies heavily on her ability to speak. If she can't speak, she can't give instructions to her clothes, which greatly inhibits her ability to use active powers. 
Netherfiend — Sanna's nature as a magical creature of the Netherworlds comes with many downsides. Many barriers designed to repel supernal intrusion will recognize her as a magical beast to keep out and spells which compel magical creatures into service affect her even if they would normally not affect humanoid creatures. As if that weren't enough, her true form is considered by many to be deeply sinister, which often leads to immediate distrust by those who are predisposed to judge her. 
Illiterate — Sanna cannot read any of earth's languages reliably. In a society like Freedom's which relies on literacy to navigate, this can cause some problems.
The Antiquarian   One of Una's lesser lieutenants, Dankava, is a collector of exotic magical creatures and artifacts. Her ongoing independence galls him, as he considers her to be a fascinating specimen that must be enthralled in his service. Given the opportunity, he will try to snare her again 
 
Abilities: 8 + 0 + 14 + 0 + 8 + 4 = 26PP
Strength: 18 (+4)
Dexterity: 10 (+0)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 14/22 (+2/6)
 
Combat: 8 + 10 = 18PP
Initiative: +0
Attack: +4 Base, (+10 Ensemble) 
Grapple: +8
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -5
 
Saving Throws:  0 + 7 + 4 = 11PP
Toughness: +10 (+7 Con, +3 Protection)
Fortitude: +7 (+7 Con, +0)
Reflex: +7 (+0 Dex, +7)
Will: +8 (+4 Wis, +4)
 
Skills: 36R = 9PP
Knowledge (Arcane Lore) 10 (+10)
Knowledge (Cosmology) 0 (+0/+10 Native: Netherworld)
Sense Motive 4 (+8)
Notice 6  (+10)
Diplomacy 10 (+16)
Intimidate 6 (+12)
Disguise 0 (+6/+36 Morph)
 
Feats: 15PP
Benefit (Native: Netherworld)
Fearless
Startle
Fascinate (Diplomacy)
Distract
Power Attack
Accurate Attack
Dodge Focus 5
Inspire 
Luck 
Uncanny Dodge (Auditory)
 
Equipment: 0PP = 0EP
N/A
 
Powers: 3 + 28 + 1 + 1 + 18 + 8 + 3 + 3 + 6 = 71
 
Protection 3 [3PP] Enchanted Garb
 
Ensemble 4.4 (25PP Array, Alternate Power 3) 28PP (Descriptor: Magic)
BP: Move Object 10 (Feats: Affects Insubstantial, Accurate 3, Subtle) 25/25PP (Ensemble Hand)
AP: Snare 10 (Feats: Affects Insubstantial, Accurate 3, Tether) [25/25PP] (Ensemble Snare)
AP: Damage 6 (Extras: Autofire 10; Feats: Affects Insubstantial 2, Extended Range 2 (10 Feet), Improved Crit, Mighty, Accurate 3) [25/25PP] (Ensemble Lashes) 
AP: Flight 5 (250 MPH, 25000 ft per round) [10/25PP] (Ensemble Wings)
 

Feature 1 (Temporal Inertia) [1PP] (Netherworlder)

Immunity (Aging) [1PP] (Netherfiend)

 

Comprehend 9 (Understand Languages, Speak One Language at a Time, Speak To Objects, Speak to Spirits, Speak to and Understand Beasts) [18PP] (Universal Speech)

Enhanced Charisma 8 [8PP] (Namer's Charm)

 

Additional Limbs 2 (Two Arms; Feat: Innate) [3PP] (Armed And Dangerous)

Super Senses 3 (Magic Awareness [Visual]) [3PP] (Third Eye)

 

Morph 6 (“Human Sanna”, +30 Disguise Check) [6PP] (“Sanna”)

 
Drawbacks: 0 + 0 = 0

 

 

DC Block

ATTACK              RANGE      SAVE                       EFFECT

Unarmed             Touch      18DC Toughness             Damage (Physical)

Ensemble Lashes     Touch      25+ Autofire DC Toughness  Damage (Physical)

Ensemble Snare      Ranged     20 DC Reflex               Entangled/Helpless

 

Totals: Abilities (26) + Combat (18) + Saving Throws (11) + Skills (9) + Feats (15) + Powers (71) - Drawbacks (0) = 150/150 Power Points

 

Edited by Curious Key

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