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Curious Key

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Posts posted by Curious Key

  1. That's a DC31 check. Oh boy. Yeah that sounds likely.

     

    Let's give it a go anyway . . .

     

    1d20+12=26

     

    WHERE WAS THIS ROLL LAST TIME? Dazed again. Can he keep flying, though?

     

    1d20+12=32

     

    He'll take all the damage he wants but someone tries to shoot him out of the sky? He says NO!

     

    And, hm, what's this? Someone new in the initiative order this next turn???

     

    1d20+4=5

     

    1: Rainman 10

    2: Bonfire 9.5

    3: Mooks 5

  2. The rainman had heard how much Cassidy Breur hated rain. Thought himself useless in it. Weakened he might have been, but Bonfire was hardly toothless.

     

    He let his guard down . . . And paid the cost with pain.

     

    The fire that sang from him burst straight through the rainman's shield and scorched his exposed face. He recoiled, putting hands over his eyes in a moment of silent pain. His focus lapsed, and the water that had bound Cassidy in place began to fall. 

  3. Oh wow! That just BARELY hits.

     

    Let's see here.

     

    1d20+13=21

     

    Wow. You've bruised and also dazed him. And therefore, you are now free from his grapple.

     

    Rainman needs to make a concentration roll to see if he can maintain his Flight. He needs to make a DC 16.

     

    1d20+12=24

     

    Yeah he's fine.

  4. The rainman turned his palm around, quirked it upward, toward Bonfire, and action erupted all at once. A bubble of water sprung up around the intruder, meeting the fire that sprang from Bonfire's hands head on. It held its own for a moment, but the flame broke through, leaving only steam behind and slamming into the rainman, burning a hole in his suit and leaving him with a burnt shouldier.

     

    Meanwhile, water rushed inward from Cassidy's room and closed around Bonfire in an instant, trapping his flames within the water. Liquid gathered around rainman's body, engulfing him now completely, leaving only his face open. He turned his face sideways and flew out of the building through the window, carrying Bonfire up! Windows blurred past, then rooftops, then the open sky. 

     

    They floated together over four hundred feet above the ground, the city laid out before them. "Do you understand your place now, Bauer? Freedom is a privileged. A privilege you have lost." The rainman held up a hand and closed it into a fist.

  5. Oof, that's a hit. Let's do a toughness roll. If I'm correct, I need to beat a 26?

     

    1d20+14=22

     

    Ouch. That's a bruise.

     

    Since you readied your action, I think that delays your order in the initiative, so I think it looks something like this now?

     

    Rainman: 10

    Bonfire: 9.5

     

    In which case, Rainman is up again. So, he's going to try to maintain his grapple of you to keep pinning you. If he hangs on, then he's going to, uh, drag Bonfire outside for some fresh air.

     

    1d20+17=30

  6. Well, don't want to disappoint, so ranged grapple attack, coming right up!

     

    1d20+10=30

     

    That's a crit! Or . . . It would be a crit, but I don't think grappling gives a special critical effect. Now for the second half of this, the opposed grapple check . . . 

     

    1d20+17=22

     

    Gotta beat a 22, or you're grappled. Either way, you can throw your fireball at this guy's face.

  7. Behind Bonfire, the door to his apartment opened wide.

     

    The heavy-duty protective gear that the rest of the agents had, this man had quite simply done without. He was wearing a plain, black suit, slacks and white gloves. Excepting the infrared goggles, he looked more like someone come out of a high society dinner than anything else. Though he must have come through the window out of the rain, he was completely dry. "Cassidy Bauer." The man said in a familiar voice. "Don't make this more difficult than it has to be."

  8. Oh they simply cannot beat that taunt, they have to eat the debuff.

     

    On to the damage;

     

    Spook One

    Reflex: 1d20+3 =10

    Toughness: 1d20+6=8

     

    Spook Two

    Reflex: 1d20+3=11

    Toughness: 1d20+6=10

     

    Spook Three

    Reflex: 1d20+3=17

    Toughness: 1d20+6=17

     

    There are all minions, so they're down unless you want to leave one awake. You can write out how they get blown away or I can, your call. We're not ending initiative just yet, though . . . 

  9. As Bonfire escaped his room and under the door, there was a sound of shattering glass behind him. But by them he was already in the hallway. 

     

    There were three. They were dressed in uniform black armor, with infrared goggles and a long, dark weapon that looked less like a gun and more like a long, insulated tube with a nozzle. One, the first he met, was pressed against the wall by Cassidy's door. Her eyes turned down, grabbed the heft of her weapon and aimed it coolly at Bonfire's burning, angry mass. She pulled the trigger releasing a spray of liquid that hissed, dropping the temperature of the room and slamming full on into his 'body.'

     

    Two others waited at the end of the hall,behind corners. One pointed a thumb toward Bonfire and counted 'one-two-three,' then tossed a flashbang over their partner's head. They managed to glance upward at it and turned their face away before it FLASHED bright in the hall. The two at the end of the hall drew their weapons from behind their backs and turned to look down the corridor. 

  10. Spook One is going to pull out her spray weapon and try to get Bonfire to chill out. It's an area cone effect, with the cold descriptor. I think you probably get full bonuses on the reflex to dodge even though you're weak to it . . . But not the damage.

     

    DC 17 Reflex for the area attack. 

    Normal save for damage is 15+7, but because of your vulernability to cold, that goes up to 15+10

    DC 25/20 toughness save for damage, depending on whether you succeeded or not, I think?

     

    Spook Two, hidden behind a door in one of the empty apartments, is going to throw a flashbang. Spook one is in range, so she'll have to make a save.

     

    DC17 Reflex for area attack

    DC17/13 Reflex or be dazzled

     

    Rolling for Spook One

    1d20+3 = 22

    They reduce the roll they need to in order to throw off dazzle. Will they make it?

    1d20+3= 13

     

    . . . Yes. Apparently they will. Wow.

     

    And Spook Three is gonna take cover behind a door, doing nothing.

  11. Oh no! It seams that Cassidy's lackadaisical attitude to protecting his secret identity has backfire in a big way, and his enemies have found their way to his home. Take another hero point.

  12. "Terrorist," a voice said through the phone, bored, professional. "You're a surprisingly easy man to find, considering what you have done."

     

    There was a moment of staticy silence through the phone. Dashing footsteps through the wall that led out into the hallway. "The damage that you have done to my employers' interest is incalculable," he said, clipped and toneless. On the other end, Cassidy could hear . . . Rain? "While it is unlikely that you will ever be able repay the damage you have done to our interests, it has been decided that an example must be made. You will make up for what you have done."

     

    "Should you submit, my employeers may show you mercy and allow you to participate as an agent. If you do not, you shall spend the rest of your life in a glass tube as part of a generator."

     

    "Let me make this absolutely clear to you, Cassidy Bauer. From this day forward, you shall become our property. The only choice remaining to you is whether you walk or are dragged."

  13. GM

     

    Over the past few week, there'd been visitors to the fens, driving in with a sleek, too-nice car, and Cassidy had noticed people he didn't know in the building. Standing alert, aware . . . Aware of him, in fact. Now, they were the only people Cassidy had seen in teh building. And as if that wasn't enough, today it was raining.

     

    The sort of cold, hard January rain that hit the ground and turned to ice. The fens had retreated into itself; no one wanted to step aside for fear of slipping. It made sense, then, that it was a little quiet that night, in Cassidy's apartment. The lack of footfalls above his head, the lack of arguments from next door . . . Maybe it should have comforted him.

     

    At the days' end, the steady pitter-patter of rainfall still audible through the shoddy Fens architecture, Cassidy's phone began to ring.  

  14. Kat had never actually been to Japan, which was really something of a shame, considering that she could go just about anywhere. Language was hard though. "A good school can mean a lot," she said, because that at least she knew from experience.

     

    Outside, Hammer was having his little snowball war . ..  or at least Kat assumed he was from the good-natured shouting and noise outside. Kat ran a hand absently through her hair. "Honestly," she said. "Had its ups and downs. But, altogether . . . not great." She gave a helpless little smile and a shrug. "You have any major hijinks in the last twelve months?" Kat raised an eyebrow.

  15. Kat tugged at her jacket for a moment. It dissolved into thin air, leaving Kat in her bodysuit. The garden variety sort of thing that heroes who weren't quite tough enough all on their own relied on to take a punishment when they didn't have anything else to serve. Kat had tried to listen to someone describe it once, but she could almost feel her brains dripping out of her ears. Supergenius she was not.

     

    "Ah. Um." Kat reached up and scratched the back of her head, remembering one time back in Normal, when she'd tried to shove a snowball in some kid's ear. So she did know. Why had she been such a hellion? "I don't have anything that dramatic," Kat said, pulling out at her bodysuit and letting it snap back against her skin. "I just don't really have any way to keep the cold off."

  16. Cary
    Power Level: 8 (135/135PP)
    Unspent Power Points: 0 
    Trade-Offs: -

     

    Alternate Identity: -
    Birthplace: -

    Residence: -
    Occupation: -
    Affiliations: -

    Blood Family: Deceased?

    Adoptive Family: Cary (Sibling), Avce (Sister), Torys (Brother), Ellie ("Aunt"), Kurrn (Mom)

     

    Apparent Age: -
    Gender: -
    Ethnicity: -
    Height: -
    Weight: -
    Eyes: -
    Hair: -

     

    Describe Character Here

     

    History:

     

     

     

    Personality & Motivation:

     

     

    Powers & Tactics:

     

     

    Power Descriptions:
     

     

     

    Complications:


    Abilities: -2 + 0 - 10 + 6 + 6 + 4 = 4PP
    Strength: 8 (-1)
    Dexterity: 10 (+0)
    Constitution: - 
    Intelligence: 16 (+3)
    Wisdom: 16 (+3)
    Charisma: 14 (+2)


    Combat: 8  + 6  = 14PP
    Initiative
    : +0
    Attack: +4 (+8 Shadowhands)
    Defense: +7 (+3 Base, +5 Dodge Focus), +1 Flat-Footed

    Grapple: +0
    Knockback: -4


    Saving Throws: 0  + 5 + 4 = 9PP
    Toughness: +8 ( - Con, +8  Protection)
    Fortitude: -
    Reflex: +5 (+0 Dex, +5)
    Will: +7 (+3 Wis, +4)


    Skills: 20R = 5PP

    Knowledge (History) 10 (+12)

    Knowledge (Streetwise) 10 (+12)


    Feats: 6PP

    Ambidexterity 

    5 Dodge Focus

     

    Equipment: 0PP = 0EP

    Powers: 30 + 8 + 5 + 6 + 18 + 28 = 90PP

     

    Immunity 30 (Fortitude Effects) 30PP 

    Protection 8 8PP

    Regeneration 5 (Recovery Bonus +0) 5PP

    Morph 6 (Human 'Self') 6PP (Human Mien)

     

    Living Shadow (17PP Passive, Permanent Container; Power Feats: Innate) 18PP

    Insubstantial 1 ('Fluid'; Flaws: Permanent) 4PP
    Super-Movement 1 (Slithering) 2PP
    Elongation 4 4PP
    Additional Limbs 5 5PP
    Concealment 2 (Visual; Flaws: Limited [In Darkness]) 2PP

     

    Shadowshape (26PP Array, Alternate Power 2) 28PP

    BP: Snare 8 (Extras: Regenerating, Constricting; Flaws: Range [Touch] Power Feats: Accurate 2) [26/26PP]
    AP: Strike 8 (Extras: Area [Targeted, Cone], Selective, Power Feats: Accurate 2) [26/26PP]
    AP: Obscure 5 (Visual, Darkness; Extras: Continuous) [15/25PP]

     

    Drawbacks: (-3) + (-3) = -3PP 

     

    Vulnerability (Light, Frequency: Uncommon. Intensity: Major [2X DMG]) -3

     

    DC Block

    ATTACK              RANGE      SAVE                           EFFECT

     

    Totals: Abilities (4) + Combat (14) + Saving Throws (9) + Skills (5) + Feats (6PP) + Powers (90) - Drawbacks (3) = 125/135 Power Points

  17. Salamander

    Quote

     

    Power Level: 8 (150/150PP)
    Unspent Power Points: 0 
    Trade-Offs: -


    In Brief: - pfff

    Alternate Identity: -
    Birthplace: -

    Residence: -
    Occupation: -
    Affiliations: -
    Family: -

    Apparent Age: Late Teens
    Gender: -
    Ethnicity:
    Height: -
    Weight: -
    Eyes: -
    Hair: -

    Describe Character Here 

    History:

     

    It began with two children playing pretend in the woods, a violet-haired man with a charming smile. "You've been sold," he claimed, "you are mine. Come." And their legs followed him into the dark against their will, because their souls knew that they belonged to him and refused to disobey. The first of these children was Cary, rambunctious, playful and loud, the violet-eyed man looked upon them decided that Cary could be made fit to entertain him.
     
    But the mortal body was too clumsy, too bulky and awkward. So they changed them. In their hands, Cary's flesh was as clay. They crafted them into something limber and graceful. And, in an inhuman attempt to give them what they had heard humans describe as a 'fiery spirit,' Cary's heart was ripped out and replaced with a living flame.
     
    Stumbling, desperate, the violet-eyed man put Cary immediately to work, turned dance into a lethal game as knives sprung from the floor where Cary stood, or as bees the size of their closed fist darted inward with needles as big if their finger. They grew into it, because their choices were to learn or die. They learned. Many others in the violet-eyed man's entourage died. Surviving marked them to the violet-eyed man as something 'special,' and Cary was used and displayed to his guests like a special piece of furniture, drawn into games of fae bloodsport between their own ensorcelled captives.

    Avery was the only light left in Cary's life.
     
    On their first days in this new hell before they were dragged apart, they had sworn to look out for each other and help one another. An earnest promise between two innocent children, Faerie magic bound their souls to each other in the fires of friendship, a human thing that the violet-eyed man could not fathom, let alone prepare for. 
     
    Cary learned that the violet-eyed man wore the stolen souls of his ensorcelled slaves around his neck at all times, in the form of necklaces, so that he would always have power over them. One day, when Avery said they were ready, Cary left a potent mystical drug in the violet man's drink. Pretending concern, they tried to shake him awake, and before the fae guests pulled them away and beat them with sticks for the hubris of touching their master, Cary managed to pull their souls free.
     
    They escaped outside, to where Avery was waiting with a a bowl full of water and the setting sun behind them. They held each other's hand, and when the violet-eyed man came, smiling a broad, cruel smile, as Cary quivered against their friend Avery pointed a hand to the bowl and said something Cary didn't catch.
     
    Then they were standing in a strange forest they did not remember, with no fae creatures anywhere in sight. Holding hands, they meandered blindly through the wilderness before wandering into a human settlement. To their alarm, they discovered it had been seven days since they had been taken. 
     
    When it became revealed that Cary and Avery's families had raised their children to sell them to the faeries for eternal life, custody was quickly taken from them and the children became wards of the state.

    Personality & Motivation:

     

     


    Powers & Tactics:


     TCS/U

     

    Temporal Control Suit/UNit

    Power Descriptions:

     

    From what ___ can gather, they were someone with a connection to spirits, who could speak with the world around them. In the beginning, that was all. With Cary's soul grafted onto theirs, they have become a thing that walks the line between the living the a dead.  

      
    Complications:

     

    Nameless -  They may answer to ___, but they do not have a name. To by more precise, they do not have a name anymore. Everything they were before, everything that they had, all their memories, their relationships, their lives . . . of that belongs to ____. Until their name is returned to them, everything that ___ used to be will be forever lost.  
    What . . . ARE You? - With their name ripped from them and their soul grafted onto another's, _____ isn't human and they never remember being human. Anyone and anything with even rudimentary magical senses will immediately recognize ____ as an abomination even if they do not know exactly what kind.  

    Twin Natures -  Anything that affects the undead or the living will also affect ____ as though they were completely undead or living.

    SINCE WHEN WERE YOU THE ONE IN CONTROL? -  Someone who spends enough time with ___ may come to understand that while Cary is present, they cannot totally dominate ___. This is incorrect. They simply choose to sit back and watch ___ as they wander through . . . Most of the time.


    Complication - Description 


    Abilities: 4 + 4 + 4 + 0 + 10 + 0 = 22PP
    Strength: 14 (+2)
    Dexterity: 14 (+2)
    Constitution: 14 (+2)
    Intelligence: 10/14 (+0/2)
    Wisdom: 20 (+4)
    Charisma: 10/14 (+0/2)


    Combat: 8  + 6  = 14PP
    Initiative: -
    Attack: +4 (+8 My Sword)
    Defense: +10 (+3 Base, +5 Dodge Focus), +3 Flat-Footed


    Grapple: +0
    Knockback: -0


    Saving Throws: 3  + 4 + 4 = 11PP
    Toughness: +8 (+2 Con, +6 Your Coat, +8 Impervious Empowered Coat)
    Fortitude: +5 (+2 Con, +3)
    Reflex: +6 (+2 Dex, +4)
    Will: +8 (+4 Wis, +4)


    Skills: 0R = 0PP

     

    Knowledge (History) 0  (+0, +12 Possessed)

    Knowledge (Streetwise) 0 (+0, +12 Possessed)

    Feats:
    Sidekick 27 (Slyph)

    Equipment: 0PP = 0EP

    Powers: 2 + 9 + 1 + 8 + 22 + 31 = 90PP 

     

    Comprehend 1 (Spirits) 2PP

    Immunity 1 (Aging) 1PP

    Super Senses 1 (Communication Link: Avery/Slyph) [1PP]
     
    Smoldering Soul Medallion 1 (5PP Device; Flaws: Hard To Lose) [4PP]
    Protection 6 6PP
     
     


    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    ATTACK              RANGE      SAVE                           EFFECT
    Unarmed             Touch      DC 16 Toughness                Damage

    Runic Slam          Touch      DC 25 Toughness                Damage
    Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

    Totals: Abilities (22) + Combat (14) + Saving Throws (11) + Skills (0) + Feats (5) + Powers (90) - Drawbacks (0) = 142/150 Power Points

     

     

     

     

     

     

    Slyph

    Quote

     

    Power Level: 8 (120/150PP)
    Unspent Power Points: 0 
    Trade-Offs: -


    In Brief: - 
    : -
    Birthplace: -

    Residence: -
    Occupation: -
    Affiliations: -
    Family: -

    Apparent Age: -
    Gender: -
    Ethnicity:
    Height: -
    Weight: -
    Eyes: -
    Hair: -

    Describe Character Here 

    History:

     

    It began with two children playing pretend in the woods, a violet-haired man with a charming smile. "You've been sold," he claimed, "you are mine. Come." And their legs followed him into the dark against their will, because their souls knew that they belonged to him and refused to disobey. The second of these children was Avery, serious, quiet and thoughtful. The violet-eyed man looked upon them decided that Cary could be made fit assist his magic.

     

    But the mortal child's mind was too feeble, grasping and sane to understand the contradictions of fae magic. At his beckoning, Avery's mind was broken open, mysterious he was too lazy to teach and too impatient to wait for poured into their mind with no context. And when they broke down crying as the details of human sacrifice pouring into their mind, the violet-eyed man ripped out her heart and replaced it with living ice in an attempt to stop her tears by making her 'cold hearted.'  

     

    The violet-eyed man left them no time to adjust. Immediately he used Avery as a tool to enable his own laziness. His own knowledge of magic was superior by untold degrees, but he would not reduce himself to digging through the dirt for regents or offering his own blood in ritual. Avery worked as his hands, and he was always suspicious of what they would do with the knowledge he had give them. Always he accused them of making use of magic they were not aware, or punished them for carrying out tasks that he had forgotten he had issued. Avery was never safe.


    Avery only felt safe when they were with Cary.

     

    On their first days in this new hell before they were dragged apart, they had sworn to look out for each other and help one another. An earnest promise between two innocent children, Faerie magic bound their souls to each other in the fires of friendship, a human thing that the violet-eyed man could not fathom, let alone prepare for. 

     

    While Cary learned where their stolen souls were being kept, Avery poured through books, learning the way that the violet man's steading had been established. They trade the memory of their mother's face to a smiling rival of their master in the dark to learn that he once claimed that any of his slaves that could give him the sun would be free to go. While Cary did the hard work of retrieving their souls Avery gathered a bowl of perfectly reflective liquid and took it outside.
     
    As the sun set, they placed the bowl on a stump at an angle that showed the sun, radiant, inside it. When the violet-eyed man came, cruel eyes set on vengeance, Avery pointed at the bowl and said; "here is the sun. Return us home." And, with as little choice as they had when he had walked them into his world, he screamed and threw his favorite pets back into their native realm.
     
    Then they were standing in a strange forest they did not remember, with no fae creatures anywhere in sight. Holding hands, they meandered blindly through the wilderness before wandering into a human settlement. To their alarm, they discovered it had been seven days since they had been taken. 
     
    When it became revealed that Cary and Avery's families had raised their children to sell them to the faeries for eternal life, custody was quickly taken from them and the children became wards of the state.

     

    Personality & Motivation:

     

     


    Powers & Tactics:


     TCS/U

     

    Temporal Control Suit/UNit

    Power Descriptions:
     

     
    Complications:


    Complication - Description 


    Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
    Strength: 10 (+0)
    Dexterity: 10 (+0)
    Constitution: 10 (+0)
    Intelligence: 10 (+0)
    Wisdom: 10 (+0)
    Charisma: 10 (+0)


    Combat: 0  + 0  = 0PP
    Initiative: -
    Attack: +0
    Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed


    Grapple: +0
    Knockback: -0


    Saving Throws: 5  + 3  + 4 = 12PP
    Toughness: +0 (+0 Con, +0  Protection)
    Fortitude: +0 (+0 Con, +0)
    Reflex: +0 (+0 Dex, +0)
    Will: +0 (+0 Wis, +0)


    Skills: 0R = 0PP


    Feats:


    Equipment: 0PP = 0EP

    Powers: ?? + ?? = ??PP 
     

    Snowchoked Soul Medallion 1 (5PP Device; Flaws: Hard To Lose) [4PP]
    Protection 6 6PP
     

     

    Container (??PP Container) [36PP]
     

     

    Array (??PP Array) [15PP]
     
     
    Device (??PP Device) [??PP]
     


    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    ATTACK              RANGE      SAVE                           EFFECT
    Unarmed             Touch      DC 16 Toughness                Damage

    Runic Slam          Touch      DC 25 Toughness                Damage
    Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

    Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (2) + Feats (4) + Powers (88) - Drawbacks (0) = 150/150 Power Points

     

     

    0-PUS

    Quote

     

    Power Level: 10 (150/150PP)
    Unspent Power Points: 0 
    Trade-Offs: -


    In Brief: - A custom-made deep space corvette-class vessel created by ______ _____. 

    Describe Vehicle Here

    Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
    Strength: 10 (+0)
    Dexterity: 10 (+0)
    Constitution: 10 (+0)
    Intelligence: 10 (+0)
    Wisdom: 10 (+0)
    Charisma: 10 (+0)


    Combat: 0  + 0  = 0PP
    Initiative: -
    Attack: +0
    Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed


    Grapple: +0
    Knockback: -0


    Saving Throws: 5  + 3  + 4 = 12PP
    Toughness: +0 (+0 Con, +0  Protection)
    Fortitude: +0 (+0 Con, +0)
    Reflex: +0 (+0 Dex, +0)
    Will: +0 (+0 Wis, +0)


    Skills: 0R = 0PP


    Feats:


    Equipment: 0PP = 0EP

    Powers: ?? + ?? = ??PP 
     

    Super-Movement 3 (Space Travel) 6PP

     

    Container (??PP Container) [36PP]
     

     

    Array (??PP Array) [15PP]
     
     
    Device (??PP Device) [??PP]
     


    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    ATTACK              RANGE      SAVE                           EFFECT
    Unarmed             Touch      DC 16 Toughness                Damage

    Runic Slam          Touch      DC 25 Toughness                Damage
    Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

    Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (2) + Feats (4) + Powers (88) - Drawbacks (0) = 150/150 Power Points

     

     

    Recursion

    Quote

     

    Power Level: 10 (150/150PP)
    Unspent Power Points: 0 
    Trade-Offs: -


    In Brief: - A ___________ bearing the mantles of their erased descendants from doomed timelines.

    Alternate Identity: -
    Birthplace: -

    Residence: -
    Occupation: -
    Affiliations: -
    Family: -

    Apparent Age: -
    Gender: -
    Ethnicity: -
    Height: -
    Weight: -
    Eyes: -
    Hair: -

    Describe Character Here 

    History:

     
    Personality & Motivation:

     

     


    Powers & Tactics:


     TCS/U

     

    Temporal Control Suit/UNit

    Power Descriptions:
     

     
    Complications:


    Complication - Description 


    Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
    Strength: 10 (+0)
    Dexterity: 10 (+0)
    Constitution: 10 (+0)
    Intelligence: 10 (+0)
    Wisdom: 10 (+0)
    Charisma: 10 (+0)


    Combat: 0  + 0  = 0PP
    Initiative: -
    Attack: +0
    Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed


    Grapple: +0
    Knockback: -0


    Saving Throws: 5  + 3  + 4 = 12PP
    Toughness: +0 (+0 Con, +0  Protection)
    Fortitude: +0 (+0 Con, +0)
    Reflex: +0 (+0 Dex, +0)
    Will: +0 (+0 Wis, +0)


    Skills: 0R = 0PP


    Feats:


    Equipment: 0PP = 0EP

    Powers: ?? + ?? = ??PP 
     

    //RECURSION//

     

    Container (??PP Container) [36PP]
     

     

    Array (??PP Array) [15PP]
     
     
    Device (??PP Device) [??PP]
     


    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    ATTACK              RANGE      SAVE                           EFFECT
    Unarmed             Touch      DC 16 Toughness                Damage

    Runic Slam          Touch      DC 25 Toughness                Damage
    Runic Smash         Touch      DC 20 Fortitude                Daze/Stun/Unconscious

    Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (2) + Feats (4) + Powers (88) - Drawbacks (0) = 150/150 Power Points

     

     

     

    . . .

     

    Power Level: 8 (150/150PP)

    Unspent Power Points: 0
    Trade-Offs: -

     

    In Brief: - A pair of soul-bound adoptive siblings, taught by a dragon and sustained by the same immortal fire, fight crime.

    Alternate Identity: - Izzy "Izz" Haven
    Birthplace: -

    Residence: -
    Occupation: -
    Affiliations: -
    Blood Family: Deceased

    Adoptive Family: Cary (Sibling), Avce (Sister), Torys (Brother), Ellie ("Aunt"), Kurrn ("Mom")

    Apparent Age: Late Teens

    Date of Birth: 
    Gender: Agender
    Ethnicity: Netherworlder
    Height: -
    Weight: -
    Eyes: -
    Hair: -

     

    Describe Character Here

     

    History:

     

    Kurrn the dragon was born young and ravenous. Through centuries she became old and wise in a world stranger and more full of magic than ours.

     

    As she watched, great wings flapping from above, she saw basilisks speared for their scales. She saw dragons slain for their teeth. Manticors slaughtered for their stingers. Death was but part of cycle, but she saw that man would devour, kraken's murdered for sport. She saw this and despaired, for what could she do to protect them?

     

    It came to her then. With a mighty roar she sheered the land itself where monsters roamed and took it to the other side of the rain, elsewhere. She screamed defiance into the shattered sky and named herself the master of a new netherworld, a sheltered place where the hungry hands of human poachers could not reach those they coveted.

     

    Dragons have no need of names for the lands they call their own. But humans of the Netherworld hatefully whispered of the things she kept from them here, spitting as they named the place 'Kurrn's Lair.' Deciding she liked the sound. she declared her world 'Lair.'

     

    She still thinks it was a good idea.

    __________

     

    It was not enough for Kurrn to rescue the creatures of her world. There were more. She cast a broad spell that reached across worlds. The dragon that cried as the hunter approached, the werewolf that whimpered as the silver axe rose about its head . . . Kurrn could not reach them all. Could not save them all. The worlds were too distant and too well-defended against incursion such as hers. But she could reach many, and she did. Those her Lair found it plucked out of their precarious worlds and laid to rest in her own.

     

    However, the line between human and monster is blurry and indistinct. The spell makes mistakes.

    __________

     

    Alone, a young girl, no older than seven, with an immortal fire cried into the night before her heart stopped and her body vanished from the twisted wreck of steel at the bottom of a tall, sheer cliff. The one who found Izz closed her eyes and carried her to the grave of the only other human that had come here, under a field of red flowers. They opened the grave and dropped Izzy inside, so that the bodies laid together. Shoveled dirt back on top.

     

    The magic still burning in the child's corpse touched Izz's fire. Mixed. The two became as one. As Izzy struggled to wake she felt another mind, groggy and confused, press up against her own. She woke gasping and desperate as she clawed upward through dirt and root and found a starless night sky as a confused voice not her own wondered at the warmth of a beating heart.

    __________

     

    Once the fate of Izz's parents was determined, it was decided that she would stay in Lair.

     

    It would be melodramatic to dwell on her breakdowns and tears and despair. They happened. They were important. They stopped. In time, Cary became a dear sibling to Izz and Lair became her home.

     

    Growing up in Lair was both less and more and less grand than many would expect. It was humans, not civilization, that Kurrn worked to keep out, and so travelers brought little bits of themselves along with them, leaving Lair's towns, where Cary and Izzy grew up, an anachronistic mishmash of old and modernity. A small town with electricity, and something close to modern plumbing where every dress was made by hand. With personal computers plugged into the walls and no cell phones. Mostly they lived here, among the most sapient of Haven's denizens.  For long stretches they lived here, sitting at this table.

     

    Kurrn left them alone for long stretches, but when she turned her attention to the two of them she dedicated great time and care to them. Helped the pair of them explore the boundaries and limits of their divine fire. In time, Izz learned to release Cary into a form all their own, to Cary and Kurrn's mutual pleasure. This was the rhythm of their lives, day after day.

     

    Time passed.

     

    When Una's generals attacked it was sudden. Without warning. As the skies lit up with power and the mages burned through Lair's outer defenses, Izz and Cary huddled and hide. Kurrn's power rose with a rumble and coursed through Lair in rush of bright power.

     

    The world closed behind a threefold lock of Time, Blood and Beast. Cary, Izz and the armies of Una's generals found themselves cast out of Lair, locked outside with a key held in the blood of one immortal human child.

     

    Personality & Motivation:

     

     

     

    Powers & Tactics:

     

     

    Power Descriptions:
     

    For as long as they can remember, a divine fire has burned in Izzy's chest, restoring life and vitality to the one who bears it. When Izz's soul merged with Cary's, Cary's talent for sorcery and her fire twined together. Together, they direct their magic in imitation of their draconic mother's sorcery.

     

    Izz is firmly connected with their own fire, and it colors their magic. They're all flash and burn, power without cleverness. Izz is about strength, power and energy, but lacks the fine precision to do truly intricate work. When touching Cary, they can borrow some of their sibling's natural control and preform far more precise works of magic. 
     

    Complications:


    The Netherworld Marches - The forces of Dark Lord Una consider Laira potential source of magical regents and magical beasts to domesticate and slaughter. Should their invasion succeed, all that Izz and Cary love would be destroyed. Izzy and Cary have the ability to open the way to Lair and return at any time, but nothing will stop Una's armies from advancing if they do. Una's minions are eager for them to open the door, and Izz and Cary are eager to return home. But before they do, they need to gather the strength to fend off Una's armies . . .

    Dark Child - Kurrn, as the creator and maintainer of a magical realm, is considered the a minor dark lord in spite of her benign intentions. The people of Prime generally see the dragon-sorcerer as a suspicious figure at best. As her adopted child, Izz inherits those suspicions . . . and, as if that weren't enough, the servants of those who wish to harm Kurrn's world may see them as a potential target.

    Who's A Good Manticore!! - Izzy is incredibly affectionate toward animals and magical beasts, sometimes to the point of foolishness. This can sometimes lead her into dangerous circumstances or put her at odds with magical poachers.

    Mercurian Chymeia - The Mercurian Chymeia is an ancient elixir of immortality built on the lives of immortals like Izzy. Through the immortal fire and mercury, a sorcerer or alchemist can distilled the essence of eternity into a mixture that can allow them to live forever.  The Mercurian Chymeia is relatively well known in mystic circles, though those who have drank it are few and far between because the fire itself is very rare. Only a handful across the Netherworlds are born with this fire. Izzy does bear this fire, and dark sorcerers from many worlds make harvesting it their mission.

    "A Breathing Star" - Izzy doesn't know the nature of their magic. The only hint they have is that Kurrn once called them 'a living, breathing star.' As Kurrn is no longer available for contact, if Izz want to learn about the nature of their magic they need to find another source.


    Abilities: 6 + 2 + 6 + 0 + 4 + 0 = 18PP
    Strength: 16/26 (+3/8) 
    Dexterity: 12 (+1)
    Constitution: 16 (+3)
    Intelligence: 10 (+0)
    Wisdom: 14 (+2)
    Charisma: 10 (+0)


    Combat: 6 + 6  = 12PP
    Initiative: +5
    Attack: +3  (+3 Base, 
    +7 Draconic Sorcery)
    Defense: +8 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

    Grapple: +0
    Knockback: -2/4 (-2 Base, -2 Enchanted Mail)


    Saving Throws: 3  + 5  + 5 = 13PP
    Toughness: +8 (+3 Con,  +5 Enchanted Mail)
    Fortitude: +8 (+3 Con, +5)
    Reflex: +6 (+1 Dex, +5)
    Will: +7 (+2 Wis, +5)


    Skills: 36R = 9PP

    Animal Handling 10 (+10)

    Acrobatics 5 (+6)

    Intimidate 7 (+7)

    Stealth 7 (+8/10)

    Notice 5 (+7)

    Sense Motive 2 (+4)


    Feats: 9PP

    Animal Empathy

    Dodge Focus 4

    Fearless

    Improved Initiative 

    Power Attack

    Uncanny Dodge [Auditory]

     

    Equipment: 0PP = 0EP

    Powers: 1 + 1 + 8 + 4 + 6 + 4 + 21 + 46 = 89PP

     

    Features 1 (Temporal Inertia) 1PP (Dimensional Amaglam)

    Immunity 1 (Aging) 1PP (Celestial) Immortal Fire

    Regeneration 8 (Recovery Bonus 6, Resurrection 2 [One Day]) 8PP (Celestial) Immortal Fire

    Comprehend 2 (Speak to animals, understand animals) 4PP

     

    Enchanted Raiment 1 (10PP Device, Flaws: Hard To Lose; Feats; Subtle [Bracelet, activated with a button press], Quick Change) 6PP

    Protection 5 [5PP]

     

    Leaping 4 (325/425ft running long jump, 162/212ft standing long jump, 81/106ft high jump) 4PP (Fiery Leap)

    Draconic Sorcery 10.5 (19PP Array; Feats: Alternate Power 2) [21PP]
    BP: Enhanced Strength 8 (Feats: Affects Insubstantial 2, Accurate 2 [Unarmed], Improved Critical 2 [Unarmed], Variable Descriptor) [15/19PP] (Celestial/Fire) Body Of Fire
    AP: Damage 7 (Extras: Ranged; Feats: Affects Insubstantial 2, Accurate 2, Variable Descriptor)  [19/19PP] (Celestial/Fire) Fireblast
    AP: Damage 7 (Extras: Area [Targeted, Shapeable], Selective Attack; Flaws: Limited [While Holding Cary's Hand]; Feats:  Affects Insubstantial 2, Variable Descriptor, Precise, Accurate 2) [19/19PP] (Celestial/Fire) Dragonfire Salvo
     
    Summon 9 (135PP Summon, 'Cary'; Extras: Heroic, Fanatical, Duration [Continuous]; Feats: Mental Link ) [46/46PP]
     
    Drawbacks: -3PP
     
    Vulnerability (Death, Frequency: Uncommon. Intensity: Major. [X1.5 DMG] -3
     
    DC Block
     
    ATTACK              RANGE      SAVE                           EFFECT
     
    Totals: Abilities (18) + Combat (12) + Saving Throws (13) + Skills (9) + Feats (9) + Powers (91) - Drawbacks (-3) = 150/150 Power Points
     
     
     
  18. To be honest, the baseliners at Claremont had always confused Kat a little bit. The metahumans, she could understand, because she was one. The aliens, she got. The ghosts and robots and everything else, like, where the heck else would they have gone? Claremont had the facilities to take care of them all that no one else had. But why would any baseliners need to come?

     

    This explained some part of it, at least. A Mali was a legacy hero. Following in her family's footsteps, chasing grandfather's back. "I can't imagine," Kat said, because she couldn't. It was just so strange . . . "For me, I didn't even really mean to go hero, like, ever. I woke up in a dumpster a state away in Chicago one day, and then people from Claremont were coming along to my parents about a school I could learn to control myself. I thought I'd finish up, and that'd be the end of it."

     

    "But I'm kind of easy to influence," she admitted. "And everyone being heroes was just so cool . . ."

     

    She flashed a smile. "Not really the most noble reason right? But I kinda hope you're right. That the reason doesn't matter so much as stepping up at all."

  19. "Yeah," Kat said, raising an eyebrow as she shoved her her hands into her pockets. "This, uh." She bit down on the inside of her lip. "Is . . . Reassuring? How about we go . . . literally anywhere else?" This place . . . well, Kat didn't like the look of those skeletons. Or those bodies. Or those . . . Anything. She wasn't exactly a pushover, but this . . . Made her distinctly uncomfortable. "I know it's supposed to be safe, but . . ."

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