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Kai Wren

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About Kai Wren

  • Birthday 11/29/1988

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  1. And lo, Mystery Woman makes her entrance, with the ability to CONTROL THE WINDS! Gasp! She is using the Environment Control part of her Air Control array (not that you guys know all what she's capable of) but essentially anyone attempting to move towards her is at 1/4th movement. Also with the massive high-concentration mini-hurricane she's got going on, she's basically removed the water - at least until something forces her to drop that effect!
  2. The submarine rang from the repeated impacts of the heroes against its surface – the lasers and the hammering blows from the Sea Devil would surely take their toll eventually. Unfortunately, it seemed like there was at least one other important factor in all this other than the man with the crazy eye. Miracle Girl had been keeping an eye in that general direction, so she saw it more clearly when the woman – who had been looking generally disinterested – suddenly dissolved into mist and flew out the back of the submarine. For Sea Devil, it is a lot more noticeable. There’s a harsh gust of wind which blows into her, and then there’s not a person in the whole cavern who can fail to notice the woman because there’s a truly terrifying amount of noise as a sphere of swirling winds tear through the cavern, pushing the water all the way out to the mouth of the cave and depositing the submarine directly on the seabed with an almighty CRUNCH. Numerous fish also seem to have been left startled and exposed by the sudden change in terrain. The woman herself has reappeared above the submarine, in the centre of those swirling winds. She looks young – perhaps in her early twenties – a shock of bright blue dyed into her swirling mane of dark locks. She’s otherwise wearing a dark Pig Velvet t-shirt from the late 90s, a pair of torn jeans, and doc martens. “Okay.” She says, cracking her knuckles. “Can you guys stop trying to break my digs, now? My boss is already pissed you’ve put a dent in it, and he will not. Stop. Shouting.”
  3. Submarine Toughness Save: 1d20+12 = 32 Apparently the submarine and minions in this thread are really good at rolling 20s.
  4. “Time is not Fate.” Victoria had dispensed with the sunglasses and the oversized hoodie. She looks far more relaxed in her t-shirt, though her eyes are hard and unyielding. “Time is water. Fate is the path that water takes in its journey. We stand in protection over Fate, not Time. You cannot damage time, it is unending. The paths that we take through it, though, those can be… threatened. Diverted onto the wrong course.” She shook her head, arms folding across her chest as she stared the woman down. “But this is not about philosophy. This is about practical matters. And you did not answer my question. Am I being unfair?”
  5. Victoria nodded her head to Facsimile, after he had passed on his contact information. “That would be useful.” She said, to the idea of corrupting the CCTV footage. She didn’t particularly care that it was, technically, a crime; compared to everything else that had gone on this afternoon, it didn’t rank very high on the list of things that would weigh on her conscience. Victoria’s penthouse was at once obviously expensive – situated in the prestigious Downtown region, it couldn’t really be anything but – and also surprisingly spartan for such an opulent location. Whilst Victoria hasn’t denied herself anything she wanted, her tastes are rather utilitarian. Cream furnishings and bright lighting make the expansive apartment feel somehow empty, whilst a few scattered pot plants at least make a token gesture towards making the space alive. It did not take long after the door had closed behind her ‘guest’ for the woman to make her feelings known. “You are undisciplined. You don’t trust my judgement, to the extent that you are willing to undermine my decisions in the middle of enemy territory, and you shared far too much with the outsiders. You left clues to the Guardian’s purpose in front of civilians. And all of this because I was insistent on removing the enemy’s advantage over us before taking the fight to them. Am I being unfair in my assessment, Violet?”
  6. “Enough.” Victoria’s voice was taking on that quiet edge again, as Violet continued to jab at her. She hadn’t fully trusted the woman when they’d first met, and her attitude was starting to move from merely ‘annoying’ to actively dangerous. She was apparently set on sharing ever more information about the Guardians of the Wheel with these outsiders, and still bore a grudge. She turned to Facsimilie, and brought her hands together, bowing shortly to him. “Thank you for your assistance.” She said, “Your efforts with the civilians and the gas are appreciated, and the other information you have gathered may prove valuable. I’m glad that you didn’t decide to press on immediately. That shows… improved, judgement. If you pass me your contact information, I will be in touch for the next stage.” Then, she rounded on Violet. “We need to have words.” She said, “In private. You know where I live. Meet me there in an hour.”
  7. Victoria’s phone was in her hand, number punched in, though she hadn’t yet dialled for the taxi that would - hopefully - take these poor souls to safety. An ambulance would draw too much attention. Her expression was still sour, her body language tense, but at least her tone was back at a normal speaking level and not the hushed, angry whisper it had been before. “I have no intention of letting it drop.” She said, “But we are not yet ready.” She turned towards the mouth of the alley, away from the others, and spoke calmly. “In any conflict, the first aim must always be to remove your opponent’s ability to do you harm. We have taken the drug, and the victims. They are partially disarmed. But they still have the club. We won’t take that from them by engaging them on their terms, when we have to worry about the civilians, collateral damage, and retribution.” She shook her head slowly, “What this specific type of magic is… I can’t say. If I had to guess, she was trying to drain time from me to supplement her own. This is a fight we need all our tools to win, we cannot continue with one arm tied behind our backs.”
  8. It should, yeah, but that's still a 32.
  9. Submarine Toughness Save - 1d20 + 13 = 33 PLINK I'm afraid :<
  10. As people might have noticed I come up with a lot of weird ideas. Some of these actually make it all the way to the sheet phase! Here's the only one to thus far earn a complete history and sheet. Theurge Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Attack / ±2 Damage, -2 Defense / +2 Toughness In Brief: Nerd Mage. Catchphrase: “Whilst eye of newt and wing of bat are traditional, you can actually get much the same effect with a can of store-bought catfood and a silver penny, let me show you.” Theme: They Might Be Giants – Am I Awake? https://www.youtube.com/watch?v=mrrCZNfvbDo Alternate Identity: Tamery Rune (Public) Birthplace: Freedom City Residence: Freedom City Occupation: Weird Student Affiliations: Claremont Academy Family: Ophelia Rune (Mother), Richard Rune (Father, Deceased), Deuteronomy Rune (Maternal Grandfather), Cordelia Baker (Paternal Grandmother), Rupert Baker (Paternal Grandfather) Description: Age: 16 (DoB: January 1st 2002) Gender: Female Ethnicity: Caucasian Height: 5’0 Weight: 95 lbs Eyes: Blue Hair: Dyed Platinum Blonde Tamery is a rather scrawny girl with a penchant for incredibly bright clothing. She is always very animated, rarely stopping or pausing and if she’s not talking she in motion. This constant energy can make her seem bigger than she actually is. Basically, this: History: As the name suggests, the Rune family have been involved in the mystic arts for a very long time. Generations of Runes have assisted in the defence of Earth from those dark and magical forces which would imperil humanity, working – traditionally – from the shadows so that their privacy was maintained. The Rune Family were unusual in the mystic community for maintaining a very strict division between the magic arts and their normal lives. The Runes considered magic something that they were obligated to do, but which should not prevent them from living rich and fulfilling mortal lives. As Deuteronomy Rune, Tamery’s Grandfather, is fond of saying – ‘You can’t defend people if you don’t understand them!’ Ophelia Rune was the first to begin to break with this tradition, and stepped forth onto the world stage in the 90s in order to assist with defending Freedom City, and the Earth, from many threats. She met and fell in love with Richard Baker, AKA Codex, a fellow magical superhero, and the pair got married in the early 00s, with Richard adopting the Rune family name. Tamery didn’t know her father for very long. When she was eight years old, Richard died – not to any of the mystical threats that he had faced, but to the all-too-mundane scourge of cancer. It was a difficult time for them all, and Ophelia officially retired from the superheroic community in order to concentrate on her family. It had the exact opposite effect on Tamery. She was horrified by the death of her father, and became obsessed with understanding why the world works in such a way. Such obsession can be dangerous, and Deuteronomy took an active hand in his Granddaughter’s studies – guiding her away from necromancy and the dark arts of immortality, and towards an understanding of the mystic laws and principles which shape the world. Tamery was also guided by her father’s diaries, in which he laid out his entire life and many thesis and theorems, most of which he had annotated with the clear intention of one day tutoring his daughter. Codex was a master in the arts of alchemy, and his daughter picked up the baton he had left. Unlike most alchemists, Richard Baker believed that the Philosopher’s Stone was not just an allegorical search for perfection; it was a substance which could theoretically exist, which would ‘purify’ a human being and remove their imperfections in the same way that various alchemical and metallurgical processes remove impurities in other substances. He was right. The process of completing his work was difficult and dangerous. One particularly nasty lab accident cost the Runes their house in an alchemical blaze which almost killed Tamery, but she protected the diaries and would not be dissuaded from completing her father’s work. Ophelia wouldn’t have had it any other way, ever the proud mother. And eventually, she succeeded. Tamery crafted the Philosopher’s Stone, and used it as the basis of a potion which healed the scars of the fire, rendered her immune to aging, and opened her mind to vast new horizons. Ophelia was very proud, and Tamery understood immediately that – having created this awesome substance – she had a responsibility to ensure that it never fell into the wrong hands. Whole new rafts of implications and ramifications she hadn’t even considered before were now clear as day to her. She also understood that her Grandfather was right; she couldn’t allow this new intellect to set her apart from the rest of humanity. So, she won entrance to Claremont Academy, where she fully intends to see out the rest of her schooling at the standard pace. She’s just also going to be putting these talents to use, as… THEURGE! PARAGON OF THE PRETURNATURAL! … okay, so the titles might need some work. Personality & Motivation: Tamery is an incredibly happy and cheerful person; she never lets anything get her down and truly believes that the world is, in general terms, a pretty fantastic place even if there are elements of it that she would like to see improved. She is idealistic, tends to believe that people are capable of change, and that given the choice most people would do good. She is also a magician of no small talent. Whilst she is particularly gifted with alchemy – and this is where the majority of her attention has been focused – she knows a great deal about the inner workings of the supernatural in all its forms. This is in fact something of an obsession for her, and there is nothing she loves more than learning about new aspects of the mystical world. Tamery’s primary motivation in life is to uncover all the inner mysteries and secrets of the universe. She has heard it said many times that there are Things Mankind Was Not Meant to Know, and she thinks that is total hokum. To her, the entire point of being a living, thinking, breathing being is to understand everything out there. Whilst her studies to date have focused on the mystical arts due to her heritage, it is likely that in future she will apply that voracious desire to learn to all other aspects of the world. Secondary to her drive to learn, though not by much, is her desire to protect. Ultimately, she believes that it is her duty – as one of the few people in the world with the ability to wield these forces with great proficiency – to do so in the service of her fellow people. She has seen worlds where magic is abused (albeit briefly, and usually from a distance) and the idea of a Dark Lord rising up to take Earth is horrifying to her. Nor does she believe that such things are a possibility only with magic; she sees echoes of a Dark Lord in Omega and in the desires of any other who would crush freedom and individuality under their own ego. As with many self-confessed nerds, where Tamery has problems is in dealing with other people. She feels alienated from most of her peer group, because her intellect and experiences immediately put up a barriers to true understanding. Thankfully, her grandfather – and her own awesome capacity for self-reflection – help her to stay grounded and to understand that these very factors are a danger she needs to be aware of. If she were to lose herself completely, well, that would be the first step in the path to becoming a Dark Lord herself – and she doesn’t want that. Powers & Tactics: Theurge tends to lean heavily on magic to solve her problems. Where she differs from many mages is in the fact that she prefers to avoid using direct force; fireballs and lightning bolts are just not her style. To this end she has developed a wide range of abilities to help incapacitate enemies without risking lasting harm. The most potent – and iconic – ability of hers is the Trap Jar. This requires a full minute of preparation, which usually means that she has to rely on her allies to keep the target busy, or else to use it after the target has already been temporarily incapacitated in some way. The Trap Jar puts a living being – any living being – inside a specially designed magical jar which they cannot breach themselves. These jars are then usually handed over to the authorities, or kept somewhere else safe. She also has a wide range of other alchemical concoctions designed to be thrown around in breakable jars – these are described in more detail below! Power Descriptions: Enhanced Attributes / Immunity Aging: Whilst there is no visual indicator of these powers to standard senses, to those with magical senses her body and soul are suffused with powerful magical energy. The fact that she will be physically 16 for the rest of time will also eventually become apparent. Protection: Theurge’s Mystic Warding is relatively subtle, until she’s attacked. Any attack which calls for a toughness save automatically causes counter-warding sigils to spread out from the point of impact to provide an equal and opposite force. Trap Jar: this is a ritual which requires one full round of preparation as Theurge prepares a jar with the exact specifications of the target. Upon completion, bands of silver light shoot from the jar to grab the target and suck them into it. If successful, the jar is then sealed with a mystical warding. If the jar is opened, the target is immediately freed back to its prior state. Sleep Hex: One of the few spells that Theurge has learned to cast by rote, the Sleep Hex is a droning lullaby which – as it sounds – can render the target into a deep slumber. Curing Brew: This is actually a ‘lesser’ version of the Philosopher’s Stone – a dose can be flung at a target and the brew will attempt to restore the target back to full health. It smells like the colour blue and tastes like cherries. Disgusting Mixture: Not just an actual, mundane disgusting mixture but a foul concoction made from the runoff of various other mystical processes. This can be flung at a target and induce some truly horrifying physiological reactions. Deep Meditation: By entering a deep state of meditation, Theurge can shed her astral form from her physical body. Her astral form looks much like her regular body, but is suffused with a brilliant silver light. Her astral body can cross dimensions (but as she cannot use much other magic in that form it is rare that she will do so) Dimension Door: By sketching out a few brief runes with a trail of silver light Theurge can open a portal to any space she can see within 800 feet. By inscribing the runes in a more complex pattern she can open a portal to anywhere within 2000 miles that she can see or that she is familiar with. The portal is silver and forms a rough ten foot disc in the air. Magic Missile: Loathe as she is to admit it, there are times when you just need to shoot something! Magic Missile is Theurge’s answer to that problem – a simple spell, a bolt of bright blue light shoots from her outstretched hand with incredible force. If it doesn’t immediately hit the target it will circle back to try again the next round. Finally, Theurge has two magical items of her own devising! Bag of Holding – A plain leather pouch usually worn at her waist, Theurge carries this everywhere she goes. It can hold up to 2500lbs of various things, and it is where she keeps her concoctions, magical trinkets, supplies and so forth. Magic Monocle – A silver monocle with a pink lens, Theurge can use this to see and analyse magical phenomena, and to immediately see through any visual illusion. Complications: BUT MOOOOM, I HAVE TO SAVE THE WOOOOOORLD: Theurge’s mother is Ophelia the Occultist, a once-contender for Master Mage and powerful mystic in her own right (rite?) who does not at all believe that Theurge’s newfound calling is an excuse for slacking on her chores, falling behind in her homework, or failing to eat right. Evil in a Can: Theurge’s basic approach to something she can’t deal with right now is to put it in a jar. There are a lot of jars. Sometimes she forgets where she put them, or what she left in them. Sometimes this can be a real problem. Mystic Nerd: Theurge is a total nerd for the occult, magic, and all the various and varied supernatural elements in the world. She absolutely adores these things, and will go to extreme lengths to learn more than she already does. She will also expound on the intricacies of these things. At length. Whether people want her to or not. Philosopher’s Stone: Theurge has uncovered the secret of the Philosopher’s Stone, which has granted her great mental and spiritual power, as well as rendered her immortal. There are many in the world who would kill to learn this secret. Pyrophobia: A lab accident left Theurge badly burned and it took her a long time to recover from that; she has a deep fear of uncontrolled flame. Vital Component: Theurge needs esoteric components for most of her Magic array; she can run out at inopportune moments and be unable to access a power when she needs it most. This does not apply to ‘Sleeping Hex’, ‘Deep Meditation’ or ‘Dimension Door’ Abilities: -2 + 2 + 0 + 6 + 4 + 2 = 10PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 16 (30) (+10) Wisdom: 14 (34) (+12) Charisma: 12 (+1) Combat: 6 (2PP / Base Attack) + 6 (2PP / Base Defense) = 12PP Initiative: +1 Attack: +3 Melee, +8 Ranged Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +3 Knockback: -6 Saving Throws: 5 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 6PP Toughness: +12 (+0 Con, +12 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +1 (+1 Dex) Will: +12 (+12 Wis) Skills: 52R = 13PP Bluff 4 (+5) Concentration 2 (+14) Craft: Artistic 5 (+15) Craft: Chemical 11 (+21) Knowledge: Cosmology 10 (+20) Knowledge: Arcane Lore 11 (+21) Knowledge: Philosophy and Theology 2 (+12) Knowledge: Popular Culture 2 (+12) Notice 4 (+16) Sense Motive: 1 (+13) Feats: 14PP Artificer Attack Focus: Ranged 6 Dodge Focus: 6 Ritualist Precise Shot Powers: 1 + 14 + 20 + 12 + 42 +3 +3 = 95PP Immunity 1 (Philosopher’s Stone; Aging)] [1PP] (Magic, Alchemy) Enhanced Intelligence 14 (Philosopher’s Stone) [14PP] (Magic, Alchemy) Enhanced Wisdom 20 (Philosopher’s Stone) [20PP] (Magic, Alchemy) Protection 12 (Mystical Warding) [12PP] (Magic) Magic 18 (36PP Array; Alternate Power 6)[42PP] (Magic) Base Power: Transform 12 (Trap Jar; Turns Living Beings into Jars 4/rank, up to 50 tons Extras: Duration: Continuous +1, Flaws: Limited (Power ends when jar is opened or broken) -1, Action -1 (Full Round Action) {36/36} Alternate Power: Stun 12 (Sleep Hex; Extras: Alternate Save: Will +0; Sleep +0, Range +1 Feats: Sedation; Drawbacks: Reduced Range -1 [60ft Max]) {36/36} Alternate Power: Healing 9 (Curing Brew; Extras: Ranged +1, Total +1) {36/36} Alternate Power: Nauseate 12 (Disgusting Mixture; Extras: Ranged +1) {36/36} Alternate Power: Astral Form 6 (Deep Meditation; 20 miles Feats: Dimensional 3 [All Dimensions]) {33/36} Alternate Power: Teleport 8 (Dimension Door; 800ft range / 2000 miles Extras: Portal +2: Feats: Change Velocity, Easy, Change Direction, Progression [10ft Portal]) {36/36} Alternate Power: Blast 12 (Magic Missile; Feats: Homing, Drawbacks: Full Power, Extras: Penetrating) (Force) {36/36} Device 1 (Bag of Holding; 5PP Container; Flaws: Easy-To-Lose) [3PP] · Dimensional Pocket 1 (Feats: Progression 4; 2500lbs of capacity) [5PP] Device 2 (Magic Monocle; 5PP Container; Flaws: Easy-To-Lose) [3PP] · Super Senses 5 (Visual Detect Magic; May make notice checks to detect magic at -1 per 10ft [Visual], Analytical 2, Counters Illusion 2) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness Damage Trap Jar Ranged DC 22 Fortitude Transform Sleeping Hex Ranged DC 22 Willpower Stun Disgusting Mixture Ranged DC 22 Fortitude Nauseate Magic Missile Ranged DC 27 Toughness Damage Totals: Abilities (10) + Combat (12) + Saving Throws (6) + Skills (13) + Feats (14) + Powers (95) - Drawbacks (0) = 150/150 Power Points The original build for this had the Transform down as 5/rank (anything into jars) with the drawback that it took a full minute; I was persuaded to change this to full round so that it might actually be of use in combat, as it is meant to be her signature trick!
  11. @Avenger Assembled You are up my froggy friend!
  12. The criminal at least has the decency to look embarrassed after Miracle Girl knocks out the remaining criminals outside of the submarine. Within, she can now see that there’s a few more people than the original two; another six individuals are in various states of disarray around the submarine, whilst ‘Mad Eye’ is in the process of arguing with the woman on the crate. He’s also turned around and is pointing back down the length of the submarine. It is hard to be sure with X-Ray Vision, but there’s just something about the way the woman is acting which makes Miracle Girl pretty sure that she’s rolling her eyes. “Uh. O-okay, Miracle Girl.” The criminal says, smiling a gap-toothed smile. “My name’s Joan, nice t’meetcha! Uh.” She holds her hands up, showing that she’s put down her firearm. “It’d be swell if you could not punch me in the face? We’re getting paid to help Zyko and the bored lady ship their stuff, okay? We’re just labour. And uh. Well. No harm done, right?” She smiles as broadly as she can, clearly hoping that the fact that the bullets hadn’t done anything is going to excuse the fact that she tried shooting in the first place.
  13. 12 is in fact their exact defense! So that's three hits and three downed crims! I will post what you see after you've posted up
  14. Victoria relinquished her grip on the bartender, and turned on the pair. Behind her sunglasses, her eyes closed, and she found her centre. Her voice was still deadly quiet, and she wasn’t even trying to hide the anger in her, but she wouldn’t let it rule her. “This is not the time or the place to have this discussion.” She said, coldly, addressing only Violet. “Referring to the Wheel in front of outsiders? Whilst I am not even properly disguised? We will speak of this later.” Her attention turned to facsimile, then, and she gestured to the drugged social worker he had allowed to blunder in on his trail. “You are a child.” She said, “And this is not a game. You don’t trust my judgement? Then do what you want. But you brought that man here, and now you must choose. Safety for the innocent, or satisfaction for your curiosity. I pray you choose wisely.” The woman moved to grasp the two civilians that she could carry; the two that she had taken responsibility for, and then simply seemed to melt into the shadows.
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