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Curious Key, February 8 in Character Building
"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."
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 . . . ?
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.
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.
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.
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.
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.
Neonate Bedlam Vampire
Player Name: Curious Key
AP: Mist Form 3.6 (18PP Active, Sustained Container) 18PP
Vulnerability (Fire, Frequency: Common. Intensity: Moderate [1.5X DMG]) -3
Vulnerability (Holy, Frequency, Uncommon. Intensity: Severe [2.0X DMG]) -3
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
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.
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.
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”)
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
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