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Curious Key

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  1. Of course! She plans to do just that. Sticking around the outside and peeking through the windows. She thinks her junior had it right. 1d20+10=13 . . . I kind of refuse to let one of her first big rolls in a thread after years of absence be a three. Hero pointing that for a reroll. Two left. 1d20+10=21 That is literally the worst roll it's possible for her to make. But okay.
  2. Her short range Warps are representative of personal teleports. Mechanically, she can take people with if she's holding their hand and takes them with her, but otherwise not. Her long range tears are a different beast, but she'll explain that herself.
  3. . . . Okay, now that I've read I'm pretty sure that she's just going to take off and try to spy on the botleggers with a stealth check Does that sound alright with everyone?
  4. Yeah, I somehow didn't notice either of you guys had responded, it's totally on me that it's taken so long. I'll get a post up real fast.
  5. Could they truly? Kat's eyes dipped downward to touch the silver band around her left arm. Was it waterproof? She couldn't really afford to short-circuit it now. Kat pulled out her phone, clicked once, twice, scrolled through something . . . Relaxed. "That sounds like it could be fun!" She hadn't been looking before, but Kat wandered over next to Giang and peered over the edge by her side, wearing a pair of red short shorts and a gray off-shoulder tee layered over a white tank.. She saw one of the surfers lose their balance and tumble into the water. "Just don't expect me to be any good at it." After everything, it was just nice to take a few days to unwind. Relax. Freedom City and all its weird was half the world away. While she was often hesitant to do too much too obviously, she was grateful for how easy her powers made traveling. Opening a way was as easy as wanting to. (Then again, she wouldn't need a break if she didn't have her powers. Bad thought.) While it was important to stay discrete here, where superpowers were ubiquitous and every sighting seemed to warrant its own investigation, it didn't really feel like she was wasting much time with how long it took to get from place to place. There was plenty to look at and it had been a while since she visited Australia.
  6. Maybe this will become a thing? Iunno. We'll see. The Nirmet Family In Brief: A makeshift family of disaffected T-babies gathered under an adoptive father's wing to keep them safe. But is that all . . . ? Public Synopsis Since shortly after the Terminus invasion, the Nirmet have been an undercurrent that those who follow the T-Baby phenomena may have heard something of. When prejudice against T-babies was rising, children with entropy-based powers claiming to be from the 'Nirmet' family began to appear and intervene. Largely considered a force for good by those who favored advancing the rights of T-babies, these would-be champions advertised a safehouse for any terminally empowered child to join, safe from the rough edges of the world. As time went on the Nimret family was treated with increasing unease. They refused to say where they made their home or where they took children who sought shelter, though those children seemed quite happy when they appeared again—usually to try to invite others to join them—and their mysterious patriarch, 'papa,' appeared very rarely and never long enough to be questioned. As the years passed even those who favored T-baby rights became increasingly uneasy with the incredible secretiveness with which the Nirmet operated, with no sign of where they were or where they lived or what they were doing except that their children were 'safe.' While they cite a distrust of any government that might attempt to harm the children under their care, their continued evasiveness is enough to make anyone nervous. It can be hard for anyone to say for sure whether the Nimrets are a makeshift family united against the oppression turned against them . . . Or a cult, preying on vulnerable hearts and minds. Considering that their activities seem to be limited to stopping violence and crime against other T-babies and offering a place to stay the hero community is often confused in how best to treat them. Should they be welcomed as fellow heroes? Or should their shady practices invite deeper study? “Papa” The patrician of 'the Family.' A skilled telepath and mentalist with powers that are especially potent against the individuals known as T-babies. But he would assure you that he would never do anything like that, only to help relieve the pain of those who would otherwise succumb. “Rock” and “Roll” Two twins in their mid-teens. She has the power to adopt the properties of earth, becoming hard and nigh-impenetrable. The other is an entropic tinkerer whose pride and joy is a motorcycle that spits void from its exhausts and crosses the sky. His creations are half super-science half infusion of raw terminal power. “Shepherd” The public face of the Nirmet, ironically enough, covers their face with a cowl, citing disfigurement as her reason. The truth is, Shepherd, without her face covered, might be identified. Her powers are poorly understood, as there does not seem to be any consensus on what, exactly, her powers are, because she seems to have done most everything. “Wolf” He's the size of a truck, he's scary, he howls, he's one of the most dangerous members of the Nirmet, he's nine years old and terribly lonely. Papa is the only person that Wolf has met who can really 'talk' to him. In return for his love, Wolf would do anything Papa asks. “Red King” Chelsea can shape an immense amount of space according to her will, as long as she is asleep. She uses this to build the home on which the mansion sits and the Nirmet live, opening tunnels to and from it whenever someone in the family wishes to open up a path and do their work in the cruel outside.
  7. Deleo Razor 2 (8/10PP Device, Flaws: Easy To Lose) 6PP (Descriptor: Entropic) Apply to Entropic Strike (Feats: Accurate, Extended Range [5']) 2PP Enhanced Defense 2 4PP Enhanced Protection 1 1PP Apply to Prime Terminus Array (Feats: Accurate) 1PP "His initial testimony is remarkable: he does not deny being a werewolf, but he says that werewolves are the dogs of God, and that they go into Hell, which lies across the sea, three times a year to recover grain, cattle, and so forth that are stolen and taken there by sorcerers." Immortal Concept farm: Long-Lived Reincarnator half immunity to aging on death, is reincarnated as a child, recovering their memories over twenty years Deeply connected to Souls and soul magic? Cognition. Memory? Dreams. Artificial Human built with alchemy in ancient times, persists to modern day, built by a long-dead alchemist with the sacrifices of many innocents. Bearer of the Aetheric Soul Natural embodiment of the fifth 'element' of artistolian fame, Aether/quintessence. Made eternal light. Hunted by alchemists. Embracer of Change Normal human, embraced the aspects of chaos into their body and was welcomed by them. Death is merely change, and they are always changing. Neonate Vampire Classic bloodsucker inspired by the old literature. Refuses to submit to their nature, determined to destroy their sire and unshackle their soul from oblivion. Learned Sorcerer Staves off age with spells and sorceries. Has no particular protection against death except through aging and cannot revive. Unfettered Soul Possessed by a spirit of freedom, is unconstrained by many mortal limits, including aging and death. Has been adventuring and swashbuckling for centuries, in one form or another. Deathless Wanderer Their death was taken from them and used as a weapon to end a being that was meant to be endless, long ago. Now, without a death of their own, they walk the line between spirit and flesh, hunting abominations. Guardian of the Stone A poor soul buried in a castle or structure as part of a ritual and resurrected as a guardian spirit, bound to its protection. Later, pieces of the structure is rebuilt by a savvy architect with a mind for the mystical. The guardian moves once more! Sleepless Revenant Plagued by terrible dreams, this person gave her sleep away to the fae in a bargain to keep the nightmares away. Without sleep, there is no rest. Without rest, there is no death. Soulbound Partners Two twins/lovers/allies/enemies bound together--so long as at least one of them is not dead the other cannot truly die. Supernal Scion Child of a human and a supernatural creature. Through quirk or blessing of their family, they are ageless, and maybe undying. Bodysharing Don't worry the ancient possessing spirit has permission, it's fine. Resurrection Worked TOO Well You died. Then, in a last, dramatic attempt to save you, you were brought back. And it worked! Everyone you knew is dead now. You're still here. Kinda A Lich? Your life and well being is tied to a particular place or thing. So long as it is still standing, you cannot die. Cyclical 'Life' Rather than dying, upon reaching a certain threshold of age, the person regresses, becoming more youthful to 'reset' the aging process. Vigil/Sleepwalker/Soma/Lull An ancient hero who must devour the wakefulness of others to maintain their sanity. Powers: Long ago, this hero turned their sleep into a weapon and condemned a foe of the world to a deep, enchanted slumber. But in the process, they sacrificed their sleep. Without sleep there can be no rest, and without rest there can be no death. The hero is condemned to a sleepless, deathless existence until the world falls. The hero can consume the waking thoughts of those around them in order to sustain themselves. This can manifest in drinking the thoughts of others, allowing the hero to read their mind. All those who touch the hero risk their wakefully slipping through their fingers, collapsing into sleep. They must feed on the wakefulness of otherwise, or else fall into the deep exhaustion of one who longs to sleep but never cane. They carry the ethereal sword, 'Dreamnail,' which put their ancient enemy to sleep so long ago. It can cleave through mind and matter with equal ease. Night and Gale/other combo Soulbound enemies turned aside their hatred and exist as partners. These two people were born long ago as mortal enemies from the moment they met. Their fates intertwined. So long as one lived they other could not die. It was their destiny to destroy each other. Instead, they found peace. Powers: What their powers will be depends on what is settled on, but the crux is that they are existences that oppose one another. The are existences that oppose another another. Neither can die while the other lives. Pyre/Igknight/Ignite/Kindle/Kindling Child of an ancient spirit of fire, their death is not the end of them. From the ashes they are reborn again but never quite the same. Powers: Has reincarnation as part of their immortality, changes significantly in the event of their 'death, both in the form and function of their powers.' Presently ,can conquer a sword of fire and fiery wings, but mostly stokes the inner fires of people's hearts and passions. Only half immune to aging. Loses memories after each 'death.' Antediluvian/Primeval Once upon a time, long ago, when humans were first cutting bronze, a child realized that they could control their shape. An ancient magical power resonates in their blood. They have been regarded at times as a guardian spirit, or monster. Powers: Tied to a primal aspect of life, this hero's shape varies greatly at their will, ever-shifting and often monstrous. Between morph and varied descriptor strikes
  8. A little! Kat has an advantage that Echo doesn't, though, if she can just get out of sight. Or if she decides not to care about what Echo or the dino sees. For the record, since this is pre-change, I intend on using Warp's old sheet, here, rather than her new one. In spite of Warp being incredibly paranoid, it looks like Echo Gets The First Go (19)
  9. Aaah I see where I messed that up. I've cut down her diplomacy, fixed her math and fixed her fortitude.
  10. Kat had good memories . . . Her favorites always left the would-be villains looking like idiots. "I remember when I found a bunch of henchmen around a big semi-truck full of weapons. So I jumped on it and put the semi-truck away, like that, in front of their eyes." She snapped her fingers and let loose a flash a red for emphasis. "Oh my god, I wish you could have seen their faces!" Her immediate thought was to jump to some snark about them being born without powers, trying to play the part of a villain, but considering present company it seemed a poor choice of conversation in the first place. "I really don't get it. It seems kind of depressing, really." Kat leaned back. "What's the kind of person who leans back, looks at their life and says; 'my best bet is to throw myself in front of some super villain in a dapper suit and hope he doesn't get bored and kill me?'" Warp shook her head uncomprehendingly.
  11. (Wanted to switch up a few aspects of Warp's layout ever since I came back, but didn't have the PP to spend on it. Now I do! This sheet is meant to represent changes to Warp that happen in-universe after her powers further awaken. Original sheet here. Let me know if I've fouled anything up.) Player Name: Curious Key Character Name: Warp Power Level: 10/12 (190/193) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 8 In Brief: A teleporting T-baby trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Glowing Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair falls to her neck at its greatest length. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Her eyes, lacking pupils or irises, are instead entirely red with flecks of black that dart across it,. Kat's complexion is fair and lightly freckled, interrupted by a spiderweb of lines pulsing with darkness and red light. They cross her skin like cracks in glass. While the lines are spread unevenly across much of her body the markings center around Kat's hands and over her heart, which glow like coals. Kat's HoloBand is a sleek silver wristband that can pop open to reveal several knobs and dials. By manipulating these dials Kat can trigger its routines, concealing the evidence of Terminus mutations beneath a hologram for as long as it is active. Her pure-red eyes become tinted gray. The markings on her skin erased. Just a normal, human, girl. During day-to-day activities, Kat wears a wide variety of clothes, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. As Warp, Kat's color scheme is primarily red and black, and while she wears it well and keeps a consistent uniform, the clothes she wears are made of plain, ordinary fabric you could cobble together by going to everyday stores. She wears an open red hooded vest with a white, wavy spiral on the back. Beneath that a snug black, short-sleeved shirt. She finishes the look with black tights and a pair of red boots. Power Descriptions: While the increasing t-count of Warp's body has sparked a number of physical mutations which has instilled a certain sturdiness of character in Warp, the true focus of her power remains her ability to erode space. She corrodes reality, capable of tearing holes in the universe that she can use to travel quickly from place to place. She can also turn her powers against more immediate aspects of reality, erasing aspects the world around her, sometimes even drawing its strength into herself in the process. History: Katharine Lilly Shade was born in a hospital, in small-ish Normal Illinois. There was a spike of Terminus radiation that no one noticed, before her birth Subtly but definitively changed, she lived her life in Normal without understanding what she was, until the day before she was set to take a staring role in a play she woke up in a dumpster in Chicago. Things started happening fast, then. As soon as she got home her family met face-to-face with scouts from a Claremont Academy in Freedom City, offering her a place free of charge to learn to control her talents. And maybe even use them for good. No other such institution existed, and even if they did they certainly weren't offering to teach her for free. So off she went. Under the tutelage of experienced Claremont heroes Kat learned to put her powers through their paces and use them as she saw fit rather than the other way around. Inspired by the other would-be heroes of Claremont, Kat took up her own 'cape' and adopted the mantle of Warp and engaged in combat against freedom's most vile alongside Freedom's youngest. While she faced many things, the Day of Wrath was one of the most terrible. It set her off kilter, and no one else knew anything was going wrong until her powers started rebelling against her in the middle of the street. It was politely suggested that Warp retire from heroism for a while, at least long enough to go to therapy and get her powers back under control again. And she did get it under control, mostly, but never to the same degree she had before the Day of Wrath. Nevertheless, she stayed retired. On graduating from Claremont, Warp returned home for a year, where she tried to recover surrounded by family that didn't understand and didn't know how to start. She took an offer to start in FCU with Claremont's blessing, on some path to a normal life. But even then, she wasn't sure what she wanted to be. Desperate to feel less lost, Kat couldn't help but look up at the heroes in the sky above her. They were important. Everyone knew that. Luckily, she'd kept the costume. Warp returned. But as Kat first got her footing again she discovered her mutation was progressing quickly and, as she could see from the lines of entropic power crisscrossing over her skin, very distinctly. Desperate, she turned to AEON in hopes of finding support . . . Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow to her psyche and her powers failing toppled what confidence she had aside. Recovering has been a slow process of picking up the pieces again, and it's possible it will never really be done. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: Warp is primarily a melee fighter. She uses her teleport to move swiftly about any battlefield she finds herself, engaging immediately with whoever is least prepared for her. Through a combination of amateur training, teleporting and entropic strikes Warp can bob and weave with the best of them. When possible, Warp augments her strikes by enveloping her body in an entropic shroud, causing anything her fists touch or that tries to hit her back to grow brittle and easily broken. All the same, Warp is not defenseless at range. She can focus her energy into a violent bolt of reality-eroding red-black power. Quick and tricky, Warp uses misdirection and bluster to set her opponent's off balance, baiting her opponents into poor choices. She revels in setting people off their game and engaging in ways they aren't comfortable, even if it means varying her approach a bit. Complications: Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. I Need This Gig — Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands. It's All Too Much — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to chaotic lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or can cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. Reality Unweaving — When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world. Psychosomatic Powers — The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed. Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call. Caught Red-Handed — While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder. In Sheep's Clothing — . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Random system failures can cause her HoloBand to give a soft warning alarm, overload and shutdown. It takes some time to recalibrate before becoming usable again. Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP Strength: 14(+2) Dexterity: 14/22 (+2/6 Enhanced Dexterity) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +10/14 Attack: +5 Base, +13 Entropic Strike/Reality Erosion Grapple: +7 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +6 (+3 Con, +3 Protection) Fortitude: +9 (+3 Con, +6) Reflex: +12 (+2/6 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 68R = 17PP Acrobatics 8 (+10/14) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 6 (+10) Diplomacy 6 (+10) Disguise 6 (+10/30 Morph) Notice 8 (+12/17 Cosmos Touched) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 6 (+8/12) Intimidate 10 (+14) Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) Feats: 27PP Challenge (Fast Feint) Defensive Attack Distract [Bluff] Dodge Focus 9 Elusive Target Equipment 2 Evasion 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 2PP = 10EP Prototype HoloBand Morph 4 ("Normal" Kat; Extras: Continuous; Feats: Subtle; Drawbacks: Action -3 [Full Action]) 6EP Tablet 1EP Commlink 1EP Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant) Enhanced Trait 5 5PP (Knowledge (Cosmology) 15, Notice 5) 5PP (Cosmos-Touched, Descriptor: Cosmic) Protection 3 3PP (Mutant Physique, Descriptor: Mutant) Super Senses 2 (Low-Light Vision, Entropy Awareness [Visual]) 2PP (Terminal Sight, Descriptor: Mutant) Strike 5 (Feats: Mighty, Improved Critical 2, Accuracy 4, Incurable) 13PP (Entropic Strike, Descriptor: Entropic) Reality Erosion 10 (50PP Passive Container; Drawbacks: Power Loss -1 [Daka Crystal]) 49PP (Descriptors: Entropic unless contradicted) Teleport 1 (100') 2PP (Warp) Prime Terminus Array 21.5 (43PP Array; Power Feats: Alternate Power 5) [48PP] BP: Enhanced Teleport 12 [+1] (1300' / 200 Million Miles; Extras: Accurate 13; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs], Easy) [43/43PP] (Greater Warp) AP: Disintegration 7 (Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds], Homing) [42/43PP] (Entropic Bolt) AP: Teleport 9 (20,000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged; Feats: Easy, Progression 3 [50 feet by 50 max], Dimensional 3 [All Dimensions]), [43/43PP] (Tear) AP: Drain Toughness 7 (Extras: Affects Objects, Duration+2 [Sustained], Aura; Power Feats: Slow Fade [5 rounds], Incurable) [37/43PP] (Entropic Shroud) AP: Dimensional Pocket 10 (500000lbs [250 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2, Progression 2 [Storage]) [14/43PP] (Pocket) AP: Apply To Strike (Extras: Vampiric, Secondary Effect, Penetrating, Linked) [21+22=43/43PP] (Reckoning) +Drain Toughness 7 (Extras: Affects Objects, Secondary Effect, Linked; Power Feats: Slow Fade [5 rounds]) 22 Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 17DC Toughness Damage (Physical) Entropic Strike Touch 22DC Toughness Damage (Energy) Stunning Attack Touch 17DC Fortitude Stun/Daze/Unconcious Entropic Bolt Ranged 17DC Fortitude Drain Toughness 22DC Toughness Damage (Energy) Entropic Shroud Aura 17DC Fortitude Drain Toughness Reckoning Touch 17DC Fortitude Drain Toughness 22DC Toughness Penetrating, Vampiric Damage (Energy) Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
  12. Warp fell into a deep stance, ready to engage in a bout, but the . . . mobster robot was springing for the back. She wanted to go after him, but . . . Her first thought when she'd looked down on this place from above hung heavy in her mind. Warp wasn't afraid of him managing to nail her, but . . . 'You come in here and you're gonna be mopping up brains,' he had said. She muttered something foul under her breath, turned her head to look out the window and vanished in a sudden flash of red. She fell out of a rip in the world and landed, catlike, on the hood of the car that the officer was using for cover. Warp put a hand on her hip and gave a sly, half-smile. "Heya," she said. "I'm Warp, just to get that out of the way right now." she gave a little wave to Hammer. She knew him at least, and he knew her. "So." She turned toward the officer. "Three questions: Who are they, how many of them are there? Annnnd . . ." She took a deep, steadying breath. ". . .Do they have hostages? "
  13. LEXICON AND GUIDE ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Important Locations Emerald City Her current home, Emerald City is a relatively quiet place compared to Freedom, as far as hero works is concerned, and that suits Warp just fine. It's a little less flashy, and is crawling with neither heroes nor villains in the same way that Freedom is, and which seems mildly embarrassed by the fact that there are heroes patrolling their streets at all. While she makes it a policy to visit Freedom on occasion, she finds herself both more needed and less overstimulated here. Emerald City University The university that she is currently attending, ECU, is a little less extravagant than FCU. But, due to her agreement with the local ASTRO labs, it's the university that she can afford to go to. ASTRO Labs - Emerald Lilly's workplace. On paper, she works with ASTRO as an intern doing the gruntest of grunt work. In reality, the labs managed to work out that she and Warp were the same person. She uses her powers to assist them with exotic experiments and follows up on any irregularities that they might notice about the city on their instruments. Normal, Illinois Kat's hometown. A vaguely rural, small, mostly-white settlement in Illinois where superheros are viewed as something that happens to other people. Since her awakening as a mutant, Kat has grown someone distant with her family, who remain unable to comprehend her. The fact that she came from Normal has become something of a shame to Kat, who has since come to view their perspectives as criminally small-minded. Freedom City The city of heroes. This is where Kat went to Claremont Academy, made friends with other heroes, learned to control her powers and first put on the mantle of Warp. She remains baffled and bewildered even after five years, the sheer strangeness of the city never failing to put her ill-at-ease. Now that she has come out of heroic retirement she finds herself wondering what a city so full of strangeness, with a hero hidden around every corner, has need of her? Claremont Academy Most high schools are forgettable and unremarkable to the students who join them. Claremont academy is something of an exception. Claremont discovered her when she was still grappling with the fact that she was a mutant. This school for mutants, aliens and misfit heroes taught her how to control her abilities and was what first planted the thought of heroism into her head. Freedom City University Formerly, Kat was a student of Freedom City University. Startlingly, there is very little remarkable about her schooling there. Comrades People Warp would give her life to protect and who she'd expect to do the same. Comrades are true friends, partners, teammates and sometimes more. N/A Acquaintances Friends, casual contacts . . . Acquaintances can be anything from irritating coworkers, people that Warp finds pleasant company or heroes that she meets again and again while playing hero. These are acquaintances. Echo Another hero with power over space, Echo helped Warp put an end to Cerberus Rex's rampage a mecha-dino invasion of earth. While eerily similar in their powersets, the two intrepid reality-warpers differ greatly in means and attitude. Whether this dynamic will be friendly or bring them to antagonistic rapport has yet to be seen. Blue Jay Antoinette "Tona" Baudin, or 'Blue Jay,' is a survivor from a Terminus-dominated dimension where the world has been overwhelmed and destroyed by the servants of Omega. While aware of one another from their Claremont days, Kat's main contact with her was when she helped put down a robot who was imitating her when it went wild in the city during the Day of Wrath. Blodeuwedd A girl from Warp's class in Claremont, Blodwen Jones (At least, that's the name she went by) is a welsh cowl who goes by Blodeuwedd, is an agent working on behalf of an order bent on keeping the magical world under control, using her own trained skills and an assortment of mystical artifacts bequeathed to her. They fought alongside each other during the Day of Wrath. Tsunami Giang Trang, Tsunnami, is a water-controlling hero that Warp kept sporadic contact with even after Warp's brief retirement. As a teenager heroine they fought together several times. They remains friends to this day. Crimson Tiger Mali Benjawan, the Crimson Tiger, is a martial-arts based heroine based in Freedom City. Kat and Mali were both in Claremont together enough to recognize one another, but not did not truly befriend each other until after they had both left and enrolled in FCU. They have struck a friendship and Kat has made herself available to taxi Mali to any distant place she wishes to go, within reason. Arcturus Marcus Irons—or Arcturus—is a magic hero who shapeshifts into a bear. Warp and Arcturus are aware of each other's secret identity, considering they were both students at Claremont. As teen heroes they fought together at least once, marking the first time that Warp found herself facing the mystical threats that face heroes. It is unknown whether they kept in contact after the fact. Velocity Warp has had a handful of nontrivial encounters with the speedster Velocity while she was a young heroine at Claremont. They nearly struck up a mentor relationship, but since Warp retired form the hero scene years ago it is uncertain whether they have kept contact. As far as Warp knows neither is aware of each others' secret identity. Harrier While neither have managed to do more than sit in relatively awkward silence while the question of the Terminus hangs in teh air between them, the free Omegadrone has made himself avalaible to provide council, should Warp ever need it. She rarely exercises this, but while she panics at the thought of asking for hep, the fact that he has made the offer in the first place is appreciated. Enemies Cerberus Rex After stopping his invasion of Prime with Echo, Warp personally used her powers to seal the portal shut behind him to prevent further assaults. Whatever becomes of his people, it is unlikely the human-hating raptor will ever forgive Warp for closing a pathway that his people could have used to escape their world's impeding doom.
  14. I was talking to Thev and its very possible that Warp may have come to visit Tsunami in austraila, maybe even bringing others with her. So she could take part in a fight down under. She lives in Freedom, so she could go there no problem.
  15. "But I wanna punch faces," Kat whined . . . then snorted. "Yeah, it's a nice relief to just . . . cut loose, sometimes." She opened her left hand and stared at her palm for a moment. Some of that mirth fell from her face a little. As soon as it happened it was gone. "Gotta say though, while I've punch a lot of faces I don't think I've had to stop any drug pushers or anything." She turned to Mali with a wry smile. "I usually just found weapon shipments."
  16. Fiery, glorious in a world of absolute nihilism, Bonfire rose. The broken skyscraper town faded beneath him as the platform was sheered, violently from its place and dragged into the void, gone the same way a child forgets what is no longer immediately in front of its face. This world reacted to his ascension with violence and hate. The song picked up its pace, from a slow, mournful crescendo to a militant dirge. . From the outer dark, the hands groped toward Bonfire. He was too fast for them. The countless hoards were left behind as he climbed, as great dark hands tore pieces of the tower below away and began to pull the whole structure down into nothing. But some were faster than the rest, fast enough keep pace. Six came close enough for him to make them out clearly against the blackness outside. Two of them twined together into a single ten-digited appendage that spiraled toward him, but Bonfire was quicker than the hands. They grabbed the empty air behind him as he soared upward. One of the creatures circling the tower approached him. It was . . . What? A disembodied hand, holding an enormous phone? "Hubris." Its words echoed. "That is what brought you here. That is what will destroy you. I warned you, troublemaker. I warned you that it would end like this. Why fight? Your end will come, no matter who stands in your way." "If you fight, you will fail. Today, tomorrow . . . You will fail. And in the end, all you have done will have meant nothing. Break the cycle. Submit."
  17. Five hands are going to extend from the darkness. Two are going to try to seize Bonfire and hold him, one trying to aid the other. The are are going to just wave around and look spooky. Results: 1d20+8: 13 [1d20=5] Ooo, bad luck. Will the other hand overcome the odds and get ahold of Bonfire? Results1d20+8: 19 [1d20=11] The answer continues to be 'nope.' One of the things circling the tower will come and float in front of Bonfire. While not doing anything yet, it seems to be preparing something.
  18. Gonna quote a convo I had with Ari Personally speaking, I like this plan.
  19. As some metallic—Warp was going to assume hero until further notice—soared in and posed in front of the bank, the robber opened fire again. The other hero ducked behind a car, and Warp grimaced. No time to think about what to do now. She stood up straight, took a deep breath and stepped off the building. For a harrowing fraction of a second, the wind rushed past her face as she pulled one legback and pointed one big red-booted foot at the ground. Another tear of red light and Warp was gone. Warp appeared again not three feet away from the robber, momentum redirected toward the . . . Robot? She didn't have time to think on it. Her foot smashed into his torso, and while she felt it give a little, it didn't give enough. She flipped backward using his metallic torso as a springboard and landed easily in front of him. "Did that hurt?" she smirked. "Awww . . . poor thing,"
  20. She's going to teleport in and try to smash this robot in his big, stupid face. She'll power attack to bring it it to an even +10 Attack/DC10 1d20+10=26 If that hits, he'll need to make a DC25 Toughness save or take . . . injury I guess, since they're a robot.
  21. Hmm. Can Warp see any of the robots clearly from where she's perched?
  22. I've told Ari about my hopes to get Warp involved with, entangled with, and eventually move to the Emerald Cities before. That still stands.
  23. Character Quirk/Terminology Guide (For Me) Kat/Warp Habits And Quirks "Blood and fire." - Kat likes Dany. Theater and stage wordplay - Kat draws on her theater background whenever she's trying to be dramatic or condescending. Clutching at left hand - Discomfort, out-of-placeness "This is my life now." - An expression of resigned frustration. "Hahahe." - Her laughter, when transcribed. Terms "Baseliners" - Non-meta humans "Rube" - Moron "Overblown chicken" - Cereberus Rex Wright Habits And Quirks "Sayings or punchlines" Terms Ginus - Rogue planet, homeworld of the Tiyral. Former Delaztri forgeworld. Long thought destroyed. Tiyral - The people of Ginus. Neomatt - Short for 'Neomatter.' Matter with special properties, does not occur naturally in this universe. Vital to Tiryal tech of all kinds. Sing Forge - Through replicating the environmental conditions that caused the Big Bang on a micro scale, the Singularity Forge can create various kinds of neomatt. The Sing Forges of Ginus were the pride and joy of the Tiyral people in the days of the Delaztri empire. Infinity Drive - Tiyral-Ginus' solution to galactic travel. CLASSIFIED AUTHORIZED PERSONNEL ONLY This record exists for the purpose of monitoring the progress of students until their date of graduation and monitor the progress of their powers to allow our doctors to properly understand their powers and guide our students. Unless otherwise specified by principal Summers at the end of FALL SEMESTER 2015 file K/S/T/00001 shall be closed. Betray our students' trust at your peril. FILE STATUS//CLOSED FILE//K/S/T/00001 NAME//KATHARINE LILLY SHADE SOURCE//ENTROPY CLASSIFICATION//TELEPORTATION ALIAS//NONE//WARP STATUS//CITIZEN//ACTIVE//RESTRICTED//INACTIVE SECTION 1//INTERVIEWS ENTRY 001 "I know you've had a rough couple days. We've all been there—and when we say that, we really mean it. I just want you to know you can come talk to me, or any of the other teachers here. We're dealt with far stranger than a teleporter here or there, no matter where they powers came from." Silence. "This is a lot to take in, I know. But, if you're up for it, I'd like to ask a couple questions, while the memory is still fresh. Do you think you can do that for me?" ". . . Okay." "Can you tell me about how you learned about your powers?" "Well, I'm in—was in—an acting troupe back in Normal. Called the 'AbNormals Acting Troupe.' And we were, well, someone had written a new play, and it was getting around. It wasn't a huge deal but it stared a street urchin in Chicago and everyone thought it was a huge deal that we got a play set in Illinois so they wanted to do it. So they were figuring out who to give the lead parts to and . . ." "Records show that you got that part. Is that correct?" "Yeah. It was one of those hallmark Christmas special things. Girl struggles, dies dramatically, everyone gets around her and feels bad that they didn't help her more. Newberry medal stuff." "What happened?" "Well, I was going over my lines before I went to bed, over and over. Right? Trying to get into the role. Like you do. So, when I was sleeping, I was dreaming about it, and I forgot I was me and kept going through the play in my head and when I got to the end I . . . Woke up. Well, you know, right?" "We would like to hear it in your words." "It-it was night, right? Still late. And I woke up, and I was laying down weird so I shifted a little and fell into . . . People who put wet stuff in their garbage are bags are garbage. Well, I fell between a few bags of trash and spent a few minutes trying to claw my way out and I was, in the middle of a street. Biggest city I've ever seen, in a dumpster." "Do you know what street?" "What? I don't know. It was a street. I started to panic . . . and I started to cry . . . and . . ." Silence. "I think that's quite enough for today. Thank you, Katharine." "No one calls me that." ENTRY 002 "I'm here to talk about today's incident, Kat." "I didn't do ANYTHING!" LIE//CONFIDENCE - 86.6% "Kat. You're not in trouble. But if you continue to lie you will be." Silence. "Understood?" ". . . Yes." "Good. Now, we have some of our best psychics on site. If you had any idea what you were doing, we would know, and we'd be having a very different talk right now. It's important you tell the truth. Now, did you have any idea that you were capable of . . . This?" "No!" TRUTH//CONFIDENCE - 76.3% "No one anticipated this. This is an accident and we all understand that. But we need to take steps to ensure that this does not happen again and so that you can bring this aspect of your powers under control. Can you tell us exactly what happened? What you were doing, how you were feeling. Anything could be important." "We were arguing about . . . I don't know, something dumb. It doesn't seem important now. I was just stressed after everything that's been happening . . ." "Perfectly understandable. Go on." ". . . And I got really wound up, and I snapped at him. And he snapped at me. And we started yelling. I got so mad and . . . I sort of felt something . . . Brimming. Then it happened. I'm sorry, I don't really remember much else." "That may be enough. As unfair as it is, we're going to have to ask you to stop yourself from engaging in anything that may raise your agitation for a while until we figure out how to manage this. Do you think this may be related to your poor teleport control?" ". . . Maybe. Um . . . ?" "You have a question?" "Is the floor going to be okay?" "The floor will be fine, thank you for your concern. Now, while your power mishap will be written off as an accident, there is the matter of you yelling in the dorms . . ." "What!!" ENTRY 003 "You seem to be making a lot of progress with control. Your warps are always very near the target now and your attacks, now that you've managed to make them manifest reliably, seem to go where you want them to. And we haven't heard of any misfires." "There weren't any." TRUTH//CONFIDENCE 92.6% "That's great to hear. Now, I'd like to be able to progress to the next step, but we need to be able to be certain to the reliability of your powers. You were having a lot of trouble triggering them all before. I'd like to know if anything changed." "I don't think so?" LIE//CONFIDENCE 67.3% "It's fine if you don't know, but we may have to delay advanced tests until we're absolutely sure. Are you sure you've told us everything?" "Yeah." LIE//CONFIDENCE 90.5 "Kat. Are you one hundred percent sure you're being honest with me?" Silence. "We delight in our students improving, but in metahumans, sudden, inexplicable increases in proficiency sometimes have ulterior causes. When you don't tell us, it doesn't really look good." "I mean, sure! But I didn't do anything bad. I'm not bad." "I didn't say you were. We just want to be able to understand your progress and help in any way you can. The sooner you share, the sooner we can help you." "OKAY OKAY whatever, it's just . . . It sounds really bad." "No judgment." "When I blew a hole in the floor and you told me not to get angry, I thought, maybe certain kinds of thinking made it easier? I don't know. So I tried calming down and metiating like you asked. I looked up those things you sent me, freeing my mind and whatever, staying fit, having confidence. And it kept, it just kept not working or almost working, and I was so fed up. I thought, 'I'm better than this stupid stuff,' and it just . . . worked." "Better than what?" "Like . . . This problem I've been having, not being able to get places. Everything about taking care of spacetime, and being careful with it, and respecting it. I just thought, 'this is stupid, I'm better than this. And it . . . works? All the time." "I can see why you may have been concerned, but it's nothing to be worried about. It seems like your teleport is facilitated by your ego, your, for lack of a better term, arrogance. We can use this as triggers in order to turn your powers to a productive purpose. Is there a similar trigger that controls your bolts? Anger, perhaps?" "Kind of? It's not really anger though. I can do it calm too. I just have to . . . want to hurt it. I, um. Imagined they were some kids at my old school I didn't like." "Your powers are triggered by ego and malice?" ". . . Yeah . . ." "We can work with that." Entry 004 "I hear that you're interested in becoming an active hero?" "Yep!" "You've made great strides with control, so you will be approved regardless, but I would be interested in hearing what changed your mind." A tributary of Empress Una's netherworlds, the resources of Laref are controlled by mages of the empire who float in a castle above the vast forests of Laref, passing down decrees to those below who must obey or perish. The history of Laref is skewed and unknown to its inhabitants, who remember nothing of the time before Una ruled them. All those born in Laref are natural shifters with the ability to adopt an animal form to wear as their own. Yripet (The Gilded City) A shining jewel in Una's crown, Yripet is a sprawling metropolis-dimension of a size that can only be guessed. The worlds that Una dominates have many fates, but their greatest, most glorious cities she rips from their realities, stitching them together to become a piece of Yripet's greater whole to be made part of her splendor, to be admired as a symbol of her dominance. The end result leaves Yripet a haphazard collection of anachronisms and social instability skewed by a tremendous abundance of magical energy, causing an awkward mixture of hovering, horizontal skyscrapers connected by rope bridges to the towers of moss-draped castles. Yripet's denizens are sometimes mistaken for humanity, but usually not. Anyone and anything who lives for long enough consuming the food and breathing the atmosphere of this place forgets who they were before and becomes a daemon. The Family A makeshift family of disaffected T-babies gathered under their father's wing to keep them safe. But is that all . . . ? “Papa” The patrician of 'the Family.' A skilled telepath and mentalist with powers that are especially potent against the individuals known as T-babies. But he would assure you that he would never do anything like that, only to help relieve the pain of those who would otherwise succumb. “Rock” and “Roll” Two twins in their mid-teens. She has the power to adopt the properties of earth, becoming hard and nigh-impenetrable. The other is an entropic tinkerer whose pride and joy is a motorcycle that spits void from its exhausts and crosses the sky. His creations are half super-science half infusion of raw terminal power. “Shepherd” "Wolf" "Red King" The 'Red King,' Alice, is about six years old and is an incredibly potent T-baby with the power to warp and control space to the degree where she can reshape the landscape and create 'shortcuts' through space for her siblings to pass through. However she can only use her powers while asleep or, rarely, sleep-walking. Alice has been asleep for ten years, protecting the Family's home from outside incursion at Papa's mental beckoning, and during that time she has not aged a day. Synthesis Interdimensional colonists. The synthesis cross dimensions, dominate worlds and incorporate the native fauna of the world into their mechanisms.
  24. RECALCULATED by Fox You know what's time for? Everyone's favorite . . . Errors. Warp's grapple score should be +8, not 16, and we evidently round up defense, now? Making her flatfooted +3. Here's the fixed combat block. Combat: 10 + 10 = 20PP Initiative: +12 Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt Grapple: +8 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1
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