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Nimue

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  1. Nerin Thought that the suggestion to head to the dormitory seemed a good one. She had a lingering suspicion that she’d been given further instructions to follow upon arrival, to complete the process of moving in to the school. In the midst of recent events, whatever she’d been told to do was buried amid the hundred thousand new sights and sounds. Trusting that if it was important, it would come to her, she was content to follow along the energetic girls lead for the time being. “The Dorms would be a nice place to start. If possible, I’d like to dry off soonâ€. Gwen then extended a hand towards Nerin, whom contemplated what the exact meaning of this gesture was. Her thoughts were interrupted by a sudden arrival of a white haired young woman, whom was sporting a rather intriguing piece of eyewear. Gwen was quick to introduce her roommate, Jeena , still bubbling with enthusiasm, from her body appearing several long vines. Nerin watched the plants curiously, unsure if this was a normal thing for earthly plants to do, though her instincts told her that was unlikely. She rebounded back to the conversation that they’d been having, asking if Nerin knew her first destination. Her words were preempted by another arrival, this time a young male, entering in through the door, his black coat covered in bits of vegetation, prompting Nerin to reassess her previous stance on whether or not plants growing from human bodies was normal. The disheveled human spoke with Gwen first, patting one of her vines gently, before turning towards Nerin and introducing himself, extending his hands. Nerin had seen a handshake before, she knew what she was supposed to do. The arrival of two new individuals in quick succession had overwhelmed her a bit, and she was drawing a black. Erring to mimic what she’d seen, she patted Morgan Crows hand, as he’d done with the Vines. “Nerin A’Bev, it Is also nice to meet you.†Returning her attentions to Gwen, Nerin responded to the earlier question about her destination “Morgan Crow made a good suggestion, is there somewhere I could dry off?â€
  2. Nerin did not find herself waiting long before a young woman entered into the chamber. What drew Nerins eye first was not the feathers and beads adorned in the cascading tangle of red hair which trailed behind her, but rather the tattoo markings along her body, which at first glance bore more than a striking resemblance to the emerald bars which branched along Nerins red skin. A closer look showed them to be more akin to earthly vegetation, rather than the square bars which she’d mistaken them for at first. The other odd details came into focus once the girl slowed down, though she seemed just as jittery as Nerin herself felt, so even though she was standing in one place, the girl certainly couldn’t be said to be standing still. Standing, Nerin found herself now straining her neck down at the girl, who introduced herself by the name of Gwen, finding that the red head only stood as height as Gwen’s Chin. Not letting the difference in stature get in her way, Nerin Smiled, returning the warm gesture that Gwen had offered. “My name Is Nerin A’Bev. Thank you for welcoming me to your school, Gwenâ€. Something odd caught her eye for a moment, a trick of the light which almost made it seem like Gwen’s markings were moving about. But…surely this was not the case.
  3. Nerin pressed her nose against the window of the taxi, holding her breath in tight, not wanting to fog the glass. She could feel the vibrations of the engine shaking through the vehicle, passing up through the frame and the glass, mingling with the staccato raindrop beats against the window, or maybe it was just her own racing pulse in her ears, excitement quickening her pulse. Outside the world was a wash of colors, though grey was currently the most prominent, bearing down from the normally azure sky, blanketing the city and streets, bleaching away the colors. Not that the alien minded much, even muted as they were, the scenery that blurred past her. Try as she might, there was far to much to take in, the parade of human society that she glimpsed as she wizzed through the winding roads. It was enough to make her head spin, though a few moments later she realized that was simply her brain reminding her to take a breath. Pushing back from the window, she gulped in air, though soon found herself regretting it, an acidic smoke flooded her mouth, making her eyes water. Coughing, she fought to find a safe patch of air to inhale, as well as the source of the unbearably pungent fumes. Scanning the Inside of the cab, Nerin found that the drivers face was now billowing out clouds of a wispy white vapor, collecting in the pilots compartment before escaping to flood the uppermost inch and a half of the cabin, or rushing out the open window adjacent to the man in question. Perhaps noticing her distress, the driver turned, revealing a large brown cylinder clenched in his teeth, the other end shouldering. “Wazza Matta Chiko?†He asked, more bemused than concerned. “You ain’t got no cigars where your from?†Nerin shook her head, still sputtering for breath. Her driver wheezed loudly for several long seconds, in which time Nerin realized that he might in fact have been laughing. Rubbing his cigar out in a small glass bowl on the dashboard, before venting the windows and letting the toxic cloud escape. As Nerin enjoyed the newly refreshed air, she contemplated if she’d made a mistake in her insistence that she wanted to ride the Taxi, rather than accept the transport which had been repeatedly offered by the Freedom League. It had seemed harmless enough, once they’d explained the basic function. You get inside, tell the driver where you want to go, and then he or she will ferry you to your destination, at which point, repayment is given in the form of currency. Having already feared she’d taken to much hospitality from her hosts, she was eager to make her own means of travel, rather than further draw on their kindness (though she was forced to accept the money which would be needed to pay for her travel). Had she been more confident in her ability to locate Claremont Academy, Nerin wouldn’t have even bothered with the Cab service, and simply flown herself over. The Ride continued on for another fifteen minutes before arriving at the school grounds. In that time, the alien girl was spared any further chemical attacks on her lungs, though she had doubts if the smell from the cigar smoke would be easy to remove from her flight suit. The School grounds were rather different than the city, with a much greater abundance of green flora, as well as a very sharp decrease in other automobiles. Thanking the driver for his service, Nerin handed him the money, just as she’d been shown, and removed her baggage from the vehicles rear cargo bay. Turning towards the building, she admired its architecture for a moment or two. It stood much smaller than the towering monoliths which dominated the skyline of the city, but what it lacked in size, it made up for in other areas, the visage ornately designed and maintained. Nodding with her approval, Nerin hurried along the main path, eager to get out of the rain before she was soaked through and through. A human stopped her as she went along, holding an umbrella in one hand, a clipboard in the other. Nerin was prepared for this. Her hands went to her pocket, producing the documents she’d been provided to confirm her authorization to access the school ground. Scanning the documents over, he nodded and smiled. Pointing towards the large set of double doors, he instructed Nerin to head into the building, and wait inside for someone to be along to meet her. The rain began to pick up just as Nerin entered the building, dripping wet, but still smiling. Still very much abuz with anticipation and excitement over this new place she’d be calling home for a while, it was all she could do just to keep herself from fidgeting like a child as she sat in one of the comfortable chairs provided and cast her eyes about the entrance, awaiting whomever would be along to see her.
  4. Changing her apparent age from 15 to 16 is no big deal, nor is being treated as such, since I envisoned her race maturing slower than humans anyway, so it all works out.
  5. Alrighty, I tried cleaning up the powers, though Im not sure if its what you wanted or not. Guess I'll just have to wait and see.
  6. Not at all what I intended! but since you brought up the idea, I have to say, I like it to much to just dismiss it offhandedly. So, thanks for providing that insight. Not sure what you mean by this. Could I maybe get some examples? Well, part of it was so that the points balenced out to the value of the base power in the array.In my mind, I saw it as a bunch of scrap metal in the area (tin cans, manhole covers, trash bins) all lumping together on the target and holding them in place. Not so much that they were being hit with an attack, but that Nerin was setting a magnetic field at their location which casued everything nearby to fly over and clump onto them. If your not happy with perception, I could change it to Regenerating, refelcting that the 'damage' is really knocking bits of metal off of the snare, which could then immeadiatly reattach to the mass due to the magnetic attraction.
  7. Player Name:Nimue Character Name:Nerin A'Bev Power Level: 10 (150/150pp) Trade-Offs: -2 Defence, +2 toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magnokinetic Alien Teen currently, stranded on earth after Grue attack on her home world. Alternate Identity: N/A Identity: Public Birthplace:Rerczn, 2nd planet from the star Gitveo, Located a short distance outside The Lor Republic. Occupation: Apprentice Space craft Technician Affiliations: Claremont Academy (student), The Lor Republic (Independent ally, not a member) Family: Farzin A’bev (Father),Mirrin A’bev (mother) Description: Age: 20 (DoB: March 4th, 1991) Apparent Age: 16 Gender:Female Species: Rercznian Height:6’2†Weight:173lbs Eyes:Dark Grey Hair:Black Power Descriptions: Nerins Magnetic abilities are not typically detectable within the range of human senses. Specialized equipment can pick up on the magnetic flux she generates, but aside from that, the only real sign of her abilities is the movement of metal within her vicinity. History: The History of the Rercznians can trace itself back through time to the intervention of the Preservers. Originally native to earth, in the far distant past, they were taken from their home world by collection drones, drawn up into space for reasons beyond the understanding of lesser minds. Much like the Lor, they were planted upon a far flung planet, left to colonize the barren world. Their new home, Rerczn, was a ball of iron and metal, far removed from the rock and stone their native world. Whether through direct tampering by the Preservers, or simply the result of natural evolution taking its course, the race that was once human changed into something new. While retaining much of their appearance, ignoring a few minor variations, A select few developed the ability to move their metallic environment with their thoughts, to shape it to their will. They could generate powerful magnetic fields with their bodies and project them outwards. Over generations, the Rerczians forgot the true origin of their race, only a few dim memories surviving, and even those were changed bit by bit with each retelling, till it was more myth than anything else. While having little technology to work with, at least at first, the ability to manipulate metal and magnetism, though rare, proved a great stepping stone on the way to higher understanding, and the race developed quickly in many fields, though fell behind in others. Electricity for one, was a field which the race overlooked. Their environment prevented any substantial charge from building up before it’d discharge. Without even the faintest spark of static to help guide their thoughts, the entire concept of electricity was a closed door to the race. Without this key element, Space flight was out of their reach, so they remaind grounded, even while their sibling races, which developed into the Lor Republic, reached into the and established their foothold on the galaxy. This changed roughly a century ago, with the crash landing of a Lor ship onto Rerczn. Up until then, they’d been left alone, partially do to their remoteness compared to the other Lor worlds, partially to allow their race to develop on their own. However, with the cat out of the bag, The Rercznian people proved to be capable of adapting remarkably fast to the new technologies discovered from the crash. Doubtless, their connection with metal aided in their ability to reverse engineer the Lor ship and set out into space. Now a star faring race, The Rercznian people worked to find their niche within the interplanetary political environment. The first instinct was to join with their sibling races, becoming a member of the Lor republic. While this was a tempting position, there were several incompatible viewpoints between the two which made the Rercznian leaders weary. Among the Rercznian, those who could shape magnetic fields were seen as servants of the people, not as their betters. Conversely, the Republics devotion to the idea of Genetic Fitness seemed to indicate the opposite, that those with abilities that their fellows did not possesses were in some way superior. No, it was ultimately decided that while an alliance was an agreeable position, membership to the republic proper was something that the Red skinned People of Rerczn held little interest in. Setting up colonies on planets rich with minerals, The Rerczn people have rapidly grown to become a rather potent trading empire, their innate understanding of how to best work with and extract metals proving invaluable in the galactic marketplace. Many of them took to the stars in trade ships, moving from world to world, selling their wears. Onto one such vessel was born Nerin A’Bev. Daughter of two merchants, she proved early on to be one of the few blessed with the gift of magnetism. While much of her early life was fairly average, she received basic instruction on her people and their place in the universe, as well as taking up an apprenticeship with one of the vessels engineers. She enjoyed her work, finding it to be challenging but not so much so that she felt overwhelmed. As she began to grow into a young woman, it came to light that she was one of the few who’d been blessed with the gift of magnetism. While the gift was not so rare as it had once been, each generation having a few more than the last, it was still a talent that few shared. Less than one in a thousand had her abilities, and even fewer had quite the talent for it that Nerin displayed. Despite all this, she was not hailed as anything unique. It was not how her people thought, nor was it how she thought. It was a talent, nothing more or less. She knew the expectation was that she put her abilities to use, for her ship and her people. She continued her training in ship maintenance and engineering, though it proved to be far simpler with her new abilities. Nerin would soon find herself in the midst of her peoples first contact with another alien race, one far less kind than the Lor. While Traveling between star systems, her ship was ambushed by a flotilla of Grue starships. They descended faster than the Trade vessel could respond, boarding in moments and sweeping through the ship. Nerin had been working on one of the emergency shuttles at the time, finishing up some standard maitencen when the alert went up. She saw the wave of Grue soldiers moving through the ship, heading down towards her. She knew what she was supposed to do, to stand and defend her people. Instead, she ran. Panic took hold of her, overwhelming any sense of duty or obligation beyond saving herself. The escape shuttle ejected, leaving the rest of the ship to fend of itself while she fled off into the void. With the battle raging around them, one small vessel was overlooked, and she escaped from under the Grue’s nose. For six months, Nerin Drifted, alone on the tiny ship. Unaware of the fate of her ship. She picked the worst, though the reality of what had transpired was far more terrible than even her imagination could have guessed. After seizing the ship, the Grue traced its flight path back to Rerczn, back to Nerins home world. They invaded, brushing through any offered resistance, gaining ground every day. Little by little, the world was conquered, and made another pawn of the Grue empire, which wasted no time in plundering the materials available to them on the mineral rich world, putting the population to work at turning the iron and metal into weapons, fuel for the Grue war machine. Pockets of resistance existed here and there, but there was little that could be done. Six months passed for Nerin before her ship found a place to land. Picking up on transmitted radio signals, it set a course for the world known as Earth, third Planet in the Sol system. Aiming for the most technologically advanced center it could find, it picked Freedom City as the best place to put down. The Freedom League, having already picked the ships signal up on their sensors, were already waiting for her when she entered the atmosphere. With the help of a translation device, Nerin explained what had happened, though omitted her own cowardice as best she could. Months of isolation had done little for the shame she felt in abandoning her people in a moment of dire need, for succumbing to fear when she could have made a difference. Though the city had seen the worst of alien invaders in the past, they’d also seen plenty of evidence that those from other worlds could be trusted. While her abilities were potent, Nerin wasn’t an invader or conqueror, she wasn’t even an adult. The young woman simply needed a place to stay for the time being, a sentiment that Nerin herself had no objections to. Claremont academy opened its doors to her, offering to teach the girl about earth and help make her comfortable while she stayed, perhaps even giving her a chance to give back to her temporary home. It seemed a reasonable arranging. If anything, Nerin was glad she could stay. It meant she wouldn’t have to face up to her failures. While pretending that her mistake hadn’t happened might not have been the best option, and she knew it certainly wouldn’t help anyone, she didn’t think she was ready to face the consequences of her actions. At present, Nerin is a new arrival to Claremont academy, eager to begin receiving her education. While she’d seen a few different races in her travels, she’s eager to learn more about the strange creatures called ‘humans’ and the world that they call home. Personality & Motivation: Nerin is a fairly earnest, straightforward, hardworking girl. Fairly polite, though occasionally somewhat blunt in her phrasing, she tends to come across as a rather sincere and friendly person. In many ways, she seems very human, despite the cultural differences. She has a very practical outlook on things, approaching situations directly and dealing with them in a straightforward manner. This has its benefits and disadvantages. On the one hand, she’s honest and open in hear dealings with others. If she has something to say, she’ll say it and be done with the matter. While this leaves her motives and opinions open, it can also step on a lot of toes, which is something of a downside. Compounding this issue is her ignorance in matters of earthly social norms and customs, many of which are built around taking steps to avoid confrontation or hurt feelings. Though she is typically an open book, there are a few matters to which she keeps others at a distance, most notably the circumstances surrounding her arrival on earth, due to her feelings of guilt caused by abandoning her ship and her duty. This lingering sense that she betrayed her people is a continuing source of emotional turmoil within her, one which she is doing her best to subdue. Given the abundance of new things to experience on earth, she’s content to let herself become ‘distracted’ from the matter, by burying her feelings with other thoughts and ideas. Her approach to crime and justice is born mostly from her upbringing onboard a ship. Everyone is expected to tow their own weight, and since she’s staying on earth, she works to make herself useful in her time here. While crimefighting is an excellent outlet for her abilities, she also is willing to apply herself to other matters, such as construction and art, especially sculpture, which she finds relaxing and enjoyable. Powers & Tactics: Nerin is best in a fight when she can keep her distance and use her impressive ability to turn the battlefield against her opponent, collecting metal from the area and harnessing it into a weapon. If forced into close ranges, she’ll try and obstruct her opponent and use the opening to create some distance between them. Complications: Stranger in a Strange Land: Nerin is not yet accustomed to earth culture, customs, manners and social graces. Struggling: You can usually get all your monthly bills paid, if you don't have to pay to have something repaired or replaced. But most months, you do have to pay for something to be repaired or replaced. Language barrier: Even With her universal translator, Nerin cannot read human languages, and without it, she cannot communicate with others. Magnetic Personality: Nerin produces a low strength magnetic field around herself, which can cause minor disruptions with nearby electronic devices (Audio distortions in MP3 players, Warping of an image on a TV screen, some memory loss from electronic data storage, etc) Metal Dependent: Most of her abilities are dependent on their being metal in her area that she can manipulate. While this limitation is easily overcome in most human cities, it can become a major impediment in more natural settings. Abilities: 4 + 4 + 4 + 6 + 2 + 2 = 22PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged Grapple: +6 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +12 (+2 Con, +10 [Flight Suit]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 52R = 14PP Concentration 6 (+7) Craft (Artistic) 4 (+7) Craft (Mechanical) 8 (+11) Knowledge (Physical Science) 8 (+11) Knowledge (Technology) 6 (+9) Language (Rercznian [Native]) Notice 10 (+11) Pilot 10 (+12) Feats: 13PP Dodge focus 4 Environmental Adaptation [Zero Gravity] Equipment 7 Lucky Powers: 40+8+5+16+3= 72PP Magnetic Control 17 (Feats: Alternate Power 6) [40PP] (Alien Biological magnetic field manipulation) Base Power: Move Object 16 (Extras: Perception Range Flaws: Limited [Ferrous Materials] Feats: Indirect 1, Subtle 1 [Only detectable with magnetometers]) [34PP] (Alien Biological magnetic manipulation, Effective strength 80 [800 tons]) Alternate Power: Move Object 14 (Extras: Burst Area Flaws: Limited [Ferrous Materials] Feats: Subtle [Only detectable with Magnetometers], Progression 3 [Radius 50ft/rank], Selective, Indirect 1) [34PP] (Magnetic Flux Field, Effective strength 70 [200 Tons]) Alternate Power: Shape Matter 10(Extras: Continuous Flaws: Limited [Ferrous Materials], Distracting Feats: Subtle [Only detectable with Magnetometers], Precise, Indirect 1, Accurate ) [34PP] (Magnetic Sculpting [1000 lbs]) Alternate Power: Blast 10(Extras: Penetrating Feats: Accurate 3, Homing 1) [34PP] (Magnetic Rail gun, Ballistic) Alternate Power: Snare 10 (Extras: Perception Range Feats: Indirect 3, Reversible) [34PP] (Magnetically charged metal bindings) Alternate Power: Blast 10 (Extras: Alternate Save [Fortitude] Feats: Accurate 3, Subtle [Only detectable with magnetometers] ) [34PP] (Magnetic attack targeting the iron inside a person’s body) Alternate Power: Nullify [All Technology] 8 (Extras: Burst Area, Effortless, Concentration Flaws: Touch Range Feats: Subtle [Only detectable by Magnetometers], Progression [Radius 10ft/rank]) [34PP] (EMP) Super Sense 8 ( Mental Detect Metal, Radius, Acute, Accurate, Extended [-1/1000ft] ) [8PP] (Alien Biological Metal Detector) Flight 5 (Flaws: Platform ) [5PP] (Riding atop a magnetically propelled metal disk, assembled from whatever metal is available in the environment) Alien Flight Suit(20PP Container Flaws: Hard-To-Lose) [16PP] (Alien Space Suit) Protection 10 [10PP] (High strength synthetic nano-fiber weave) Immunity 10 (Life support, Immune to her Powers ) [10PP] (environmental shielding) Universal Translator (5PP Container Flaws: Easy-To-Lose) [3PP] Comprehend 2 ( Speak and understand all languages Feats: Feature [MP3 Player]) [5PP] (Borrowed Translator on loan from the Freedom League) Drawbacks: (-2)= -2PP Vulnerability ( Disease effects, Frequency: [uncommon],Intensity: Moderate [+50% Save DC] ) [-2PP] Abilities (22) + Combat (16) + Saving Throws (16) + Skills (13) + Feats (13) + Powers (72) - Drawbacks (2) = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Throw Perception DC25 Toughness (Staged) Damage (Physical) Blast Ranged DC25 Toughness (Staged) Damage (Physical) Blast Ranged DC25 Fortitude (Staged) Damage (Physical) Shape Matter Ranged DC20 Reflex(Held Devices) Transformed Snare Perception DC20 Reflex (staged) Snared Nullify Touch DC18 Will Nullified
  8. Nimue

    Nerin

    Player Name:Nimue Character Name:Nerin A'Bev Power Level: 10 (150/150pp) Trade-Offs: -2 Defence, +2 toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magnokinetic Alien Teen currently, stranded on earth after Grue attack on her home world. Alternate Identity: N/A Identity: Public Birthplace:Rerczn, 2nd planet from the star Gitveo, Located a short distance outside The Lor Republic. Occupation: Apprentice Space craft Technician Affiliations: Claremont Academy (student), The Lor Republic (Independent ally, not a member) Family: Farzin A’bev (Father),Mirrin A’bev (mother) Description: Age: 20 (DoB: March 4th, 1991) Apparent Age: 15 Gender:Female Species: Rercznian Height:6’2†Weight:173lbs Eyes:Dark Grey Hair:Black Power Descriptions: (Describe what their powers look like, if applicable) History: The History of the Rercznians can trace itself back through time to the intervention of the Preservers. Originally native to earth, in the far distant past, they were taken from their home world by collection drones, drawn up into space for reasons beyond the understanding of lesser minds. Much like the Lor, they were planted upon a far flung planet, left to colonize the barren world. Their new home, Rerczn, was a ball of iron and metal, far removed from the rock and stone their native world. Whether through direct tampering by the Preservers, or simply the result of natural evolution taking its course, the race that was once human changed into something new. While retaining much of their appearance, ignoring a few minor variations, A select few developed the ability to move their metallic environment with their thoughts, to shape it to their will. They could generate powerful magnetic fields with their bodies and project them outwards. Over generations, the Rerczians forgot the true origin of their race, only a few dim memories surviving, and even those were changed bit by bit with each retelling, till it was more myth than anything else. While having little technology to work with, at least at first, the ability to manipulate metal and magnetism, though rare, proved a great stepping stone on the way to higher understanding, and the race developed quickly in many fields, though fell behind in others. Electricity for one, was a field which the race overlooked. Their environment prevented any substantial charge from building up before it’d discharge. Without even the faintest spark of static to help guide their thoughts, the entire concept of electricity was a closed door to the race. Without this key element, Space flight was out of their reach, so they remaind grounded, even while their sibling races, which developed into the Lor Republic, reached into the and established their foothold on the galaxy. This changed roughly a century ago, with the crash landing of a Lor ship onto Rerczn. Up until then, they’d been left alone, partially do to their remoteness compared to the other Lor worlds, partially to allow their race to develop on their own. However, with the cat out of the bag, The Rercznian people proved to be capable of adapting remarkably fast to the new technologies discovered from the crash. Doubtless, their connection with metal aided in their ability to reverse engineer the Lor ship and set out into space. Now a star faring race, The Rercznian people worked to find their niche within the interplanetary political environment. The first instinct was to join with their sibling races, becoming a member of the Lor republic. While this was a tempting position, there were several incompatible viewpoints between the two which made the Rercznian leaders weary. Among the Rercznian, those who could shape magnetic fields were seen as servants of the people, not as their betters. Conversely, the Republics devotion to the idea of Genetic Fitness seemed to indicate the opposite, that those with abilities that their fellows did not possesses were in some way superior. No, it was ultimately decided that while an alliance was an agreeable position, membership to the republic proper was something that the Red skinned People of Rerczn held little interest in. Setting up colonies on planets rich with minerals, The Rerczn people have rapidly grown to become a rather potent trading empire, their innate understanding of how to best work with and extract metals proving invaluable in the galactic marketplace. Many of them took to the stars in trade ships, moving from world to world, selling their wears. Onto one such vessel was born Nerin A’Bev. Daughter of two merchants, she proved early on to be one of the few blessed with the gift of magnetism. While much of her early life was fairly average, she received basic instruction on her people and their place in the universe, as well as taking up an apprenticeship with one of the vessels engineers. She enjoyed her work, finding it to be challenging but not so much so that she felt overwhelmed. As she began to grow into a young woman, it came to light that she was one of the few who’d been blessed with the gift of magnetism. While the gift was not so rare as it had once been, each generation having a few more than the last, it was still a talent that few shared. Less than one in a thousand had her abilities, and even fewer had quite the talent for it that Nerin displayed. Despite all this, she was not hailed as anything unique. It was not how her people thought, nor was it how she thought. It was a talent, nothing more or less. She knew the expectation was that she put her abilities to use, for her ship and her people. She continued her training in ship maintenance and engineering, though it proved to be far simpler with her new abilities. Nerin would soon find herself in the midst of her peoples first contact with another alien race, one far less kind than the Lor. While Traveling between star systems, her ship was ambushed by a flotilla of Grue starships. They descended faster than the Trade vessel could respond, boarding in moments and sweeping through the ship. Nerin had been working on one of the emergency shuttles at the time, finishing up some standard maitencen when the alert went up. She saw the wave of Grue soldiers moving through the ship, heading down towards her. She knew what she was supposed to do, to stand and defend her people. Instead, she ran. Panic took hold of her, overwhelming any sense of duty or obligation beyond saving herself. The escape shuttle ejected, leaving the rest of the ship to fend of itself while she fled off into the void. With the battle raging around them, one small vessel was overlooked, and she escaped from under the Grue’s nose. For six months, Nerin Drifted, alone on the tiny ship. Unaware of the fate of her ship. She picked the worst, though the reality of what had transpired was far more terrible than even her imagination could have guessed. After seizing the ship, the Grue traced its flight path back to Rerczn, back to Nerins home world. They invaded, brushing through any offered resistance, gaining ground every day. Little by little, the world was conquered, and made another pawn of the Grue empire, which wasted no time in plundering the materials available to them on the mineral rich world, putting the population to work at turning the iron and metal into weapons, fuel for the Grue war machine. Pockets of resistance existed here and there, but there was little that could be done. Six months passed for Nerin before her ship found a place to land. Picking up on transmitted radio signals, it set a course for the world known as Earth, third Planet in the Sol system. Aiming for the most technologically advanced center it could find, it picked Freedom City as the best place to put down. The Freedom League, having already picked the ships signal up on their sensors, were already waiting for her when she entered the atmosphere. With the help of a translation device, Nerin explained what had happened, though omitted her own cowardice as best she could. Months of isolation had done little for the shame she felt in abandoning her people in a moment of dire need, for succumbing to fear when she could have made a difference. Though the city had seen the worst of alien invaders in the past, they’d also seen plenty of evidence that those from other worlds could be trusted. While her abilities were potent, Nerin wasn’t an invader or conqueror, she wasn’t even an adult. The young woman simply needed a place to stay for the time being, a sentiment that Nerin herself had no objections to. Claremont academy opened its doors to her, offering to teach the girl about earth and help make her comfortable while she stayed, perhaps even giving her a chance to give back to her temporary home. It seemed a reasonable arranging. If anything, Nerin was glad she could stay. It meant she wouldn’t have to face up to her failures. While pretending that her mistake hadn’t happened might not have been the best option, and she knew it certainly wouldn’t help anyone, she didn’t think she was ready to face the consequences of her actions. At present, Nerin is a new arrival to Claremont academy, eager to begin receiving her education. While she’d seen a few different races in her travels, she’s eager to learn more about the strange creatures called ‘humans’ and the world that they call home. Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing) Complications: Stranger in a Strange Land: Nerin is not yet accustomed to earth culture, customs, manners and social graces. Struggling: You can usually get all your monthly bills paid, if you don't have to pay to have something repaired or replaced. But most months, you do have to pay for something to be repaired or replaced. Language barrier: Even With her universal translator, Nerin cannot read human languages, and without it, she cannot communicate with others. Magnetic Personality: Nerin produces a low strength magnetic field around herself, which can cause minor disruptions with nearby electronic devices (Audio distortions in MP3 players, Warping of an image on a TV screen, some memory loss from electronic data storage, etc) Metal Dependent: Most of her abilities are dependent on their being metal in her area that she can manipulate. While this limitation is easily overcome in most human cities, it can become a major impediment in more natural settings. Abilities: 4 + 4 + 4 + 6 + 2 + 2 = 22PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged Grapple: +6 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +12 (+2 Con, +10 [Flight Suit]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 52R = 14PP Concentration 6 (+7) Craft (Artistic) 4 (+7) Craft (Mechanical) 8 (+11) Knowledge (Physical Science) 8 (+11) Knowledge (Technology) 6 (+9) Language (Rercznian [Native]) Notice 10 (+11) Pilot 10 (+12) Feats: 13PP Dodge focus 4 Environmental Adaptation [Zero Gravity] Equipment 7 Lucky Powers: 40+8+5+16+3= 72PP Magnetic Control 17 (Feats: Alternate Power 6) [40PP] (Alien Biological magnetic field manipulation) Base Power: Move Object 16 (Extras:Range [perception](+1) Flaws:Limited [Ferrous Materials](-1)Feats:Indirect 1, Subtle 1 [Only detectable with magnetometers]) [34PP] (Alien Biological magnetic manipulation, Effective strength 80 [800 tons]) Alternate Power: Move Object 14 (Extras: Area [burst](+1)Flaws: Limited [Ferrous Materials](-1) Feats: Subtle [Only detectable with Magnetometers], Progression 3 [Area; Radius 50ft/rank], Selective, Indirect 1) [34PP] (Magnetic Flux Field, Effective strength 70 [200 Tons]) Alternate Power: Shape Matter 10(Extras:Duration [continuous](+1),Flaws:Limited [Ferrous Materials](-1), Distracting (-1) Feats: Subtle [Only detectable with Magnetometers], Precise, Indirect 1, Accurate) [34PP] (Magnetic Sculpting [1000 lbs]) Alternate Power: Blast 10(Extras:Penetrating(+1) Flaws:Feats: Accurate 3, Homing 1) [34PP] (Magnetic Rail gun, Ballistic) Alternate Power: Snare 10 (Extras: Range [Perception](+1)Feats: Indirect 3, Reversible) [34PP] (Magnetically charged metal bindings) Alternate Power: Blast 10 (Extras:Alternate Save [Fortitude](+1) [Flaws: Feats:Accurate 3, Subtle [Only detectable with magnetometers] ) [34PP] (Magnetic attack targeting the iron inside a person’s body) Alternate Power: Nullify [All Technology] 8 (Extras: Area[burst](+1), Effortless (+1), Duration [Concentration](+1),Flaws: Range[Touch](-1)Feats: Subtle [Only detectable by Magnetometers], Progression [Area; Radius 10ft/rank] ) [34PP] (EMP) Super Sense 8 ( Mental Sense type: Detect Metal [ranged] (2), Radius (1), Acute (1), Accurate (2), Extended [-1/1000ft] (2) ) [8PP] (Alien Biological Metal Detector) Flight 5 (Extras: Flaws:Platform (-1) ) [5PP] (Riding atop a magnetically propelled metal disk, assembled from whatever metal is available in the environment) Alien Flight Suit(20PP Container Flaws: Hard-To-Lose) [16PP] (Alien Space Suit) Protection 10 [10PP] (High strength synthetic nano-fiber weave) Immunity 10 (Life support, Immune to her Powers ) [10PP] (environmental shielding) Universal Translator (5PP Container Flaws: Easy-To-Lose) [3PP] Comprehend 2 ( Speak and understand all languages Feats: Feature [MP3 Player]) [5PP] (Borrowed Translator on loan from the Freedom League) Drawbacks: (-2)= -2PP Vulnerability ( Disease effects, Frequency: [uncommon],Intensity: Moderate [+50% Save DC] ) [-2PP] Abilities (22) + Combat (16) + Saving Throws (16) + Skills (13) + Feats (13) + Powers (72) - Drawbacks (2) = 150/150 Power Points
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