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Dracula's Most Wanted
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Mothman
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Player: AlphaZ Hero Points: 5 (5/8/22) Kind: Human Physical description: Black hair, light brown skin, 5'7", lean, dressed in leathers under plated steel Country of Origin: the Iron Empire (just south of what used to be Turkey) Initiative: +7 Powers: Enhanced senses, magic bow, exotic training (defenses and skills) Backstory: Darsus was born of the Freedman family under the crushing heel of the Iron Empire. Normally there is no better fate for children there than that of their mothers and fathers. However, his own parents found a tiny sliver of hope in a mysterious patron that claimed to follow Nova Religiosa and carried weapons and holy implements. He offered to take the child and raise him for a better life, one with its own dangers, but also with purpose where others are left with futility; A life lived for the good of all mankind.
Hardly four years old when he was taken in by Master Shem, the memory of his family and home before soon slipped away from Darsus and he was left only with the life of a Hunter. Together they traveled, worked, and trained, always hiding, always in secret. Master Shem was learned in the ways of magic, and though Nova Religiosa generally forbids its practice, Hunters of The Order have a tendency to bend the rules. In fact, one of the many secrets of The Order is the practice of rune crafting, a means by which to empower their weapons and create their signature badge, known as Vizram's Mark. Darsus was 14 when he began crafting his own Mark, now a full decade spent on the Hunt with Master Shem. He'd never fought a monster himself, neither vampire nor fae, but rather was given books to study while Master Shem disappeared for hours or days at a time. Sometimes he returned barely alive, but always he returned. Until he didn't. For three long years Darsus stayed in hiding, honing the craft he'd been taught and searching for rumors of Master Shem's final whereabouts. Finally he happened upon a small band of Hunters taking shelter in a ruined church, marked with the rune of Vizram. For almost a year they traveled and Hunted together, all the while sharing with him tales of his lost Master and Hunts of times past. But Hunters usually hunt alone and for good reason: eventually someone attracts attention. The small company was disbanded and at least two of them were slain. Darsus never heard from the others again. But so goes the life of a Hunter, blessed with neither community nor safety. After hunting for another 5 years across Europe, mostly by himself, Darsus had finally had enough. Hunters aren't supposed to retire, and perhaps he would return to it someday, but he set his mind to cross the sea and live a life free of monsters for a while. In the New World it was said that the fae were kind and the vampires nowhere to be found. After almost two decades of studying and blood, Darsus sought to try his hand at something else. "Let me see your Mark." The man asking must've been late 20s, or perhaps mid-20s and aging poorly. A rolled cigarette dangled idle and unlit from his chapped lips as he held out his hand expectantly. In the other was a custom revolver, not aimed precisely at Darsus but held vaguely in his direction. The carvings along the barrel and exaggerated finger plate were classic Hunter, though Darsus didn't know many of the runes. He pulled the badge from his coat, a metal symbol set in a leather back and carved with the iconic rune of Vizram, and handed it to the man with the pistol. He looked over it a long moment and then looked up at Darsus. "Sloppy."
"C'mon Westov, cut the kid a break." The girl who spoke up was small and pale and armed to the teeth. In contrast to Darsus' armor, she wore mostly cloth lined with a dozen leather belts and bandoliers, each full of long steel needles. He didn't like to imagine how she fought with those, but several had visible dark stains on the end. Obviously it was working for her. She took a step closer and peered over the man's shoulder. "Looks good to me." Westov smirked. "I'm not allowed to have any fun?" He tossed the badge back to Darsus. "That's nice. Actually some pretty fine runework. Who taught you?" As Westov eased up, so too did the others. "Master Shem. I lost him three years ago. He was... particular about my runework. Very particular." Darsus didn't bother asking. He'd given up finding out what happened to old Shem sometime last year. "I think Mattoc has some stories about a Hunter named Shem. Maybe you can tell him a few." Darsus brightened up. Suddenly he had some kind of connection with the group, a connection back to Shem, and apparently he was being invited in. The old church was made of bricks and stone long since toppled by cannons and age. It looked utterly empty save for the four Hunters, now five, without even a hint of nature creeping in. The air inside was as stale and forgotten as the place itself. Scattered around the rubble were the few supplies the Hunters kept with them, somewhat unpacked to suggest they'd been here at least a day. Darsus followed Westov all the way in as the others retreated to their makeshift camp. Spotting something as Westov holstered the gun, Darsus queried, "Is that Vizram's rune on your firearm?" He pulled it back out and spun the chambers with a grin. "Yes, yes it is." They stopped in the middle and Westov gestured around. "Welcome to Fort Hopeful. Meet our family. I, as you heard, am Westov." One by one he pointed out the others, starting with the girl from before. "That is Lonya. She does not like hugs." Lonya whipped out a needle and juggled it menacingly with a glare at Westov. "Athos, our carpenter." He gestured towards a tall Spanish man with long hair and an etched hammer. Several wooden stakes dangled from his belt. He nodded, but didn't look up or speak. "And that, is Mattoc." The last man was probably late 40s, older than the others, with greying stubble and a well-lined face. Even so he seemed strong as he lifted his sturdy frame and the two broad blades on his back. He approached Darsus and nodded. "So you're the apprentice of Shem? I went on a hunt or two with him. Met some others that said the same. Come, sit, we have a lot to talk about." For the first time he could remember, Darsus felt... welcome. Something like ease settled on him and it made him question. Shem had always said that Hunters work alone. At least they usually did. But here there was more than a lesson, more than books and runes and blades. Here there were people. They were Hunters, but didn't just act like Hunters. They acted like people. Like the people they were sworn to protect, for all the good it did. He followed Mattoc and settled in for the night, the week, the month, longer. It couldn't last long, and it wouldn't. But it lasted for a while. Stories were told, stories were made, and the memories he keeps to this day. PL 11, 155/155 PP Player: Avner Hero Points: 1 (2/1/2022) Initiative: +6 Kind: Human (Japanese) Physical description: Kane is of japanese descent and has most of the look that would go with that lineage with an oriental complexion and features. His hair however is a stark white and he has a strange color to his irises that betray the other half of his mysterious lineage. Kane dresses finely typically in a long decrative coat with a collarless button down shirt underneath and either dress pants or Bushido style pants to allow for his art form. He has a large dragon tattoo going up his left arm and is never found without his katana or wakizashi swords favoring the longer katana. Country of Origin: Seiikin Powers: Kane is a master Samurai and is well trained in the art of Bushido but has also tapped into a spiritual power from his mysterious lineage that allows him to summon a dragon ancestral guardian as well as incorporate divine powers into his blade forms. Kane (Kaniko) Munemori - PL 10, 150pp Abilities: Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 9, Intellect 1, Awareness 2, Presence 1 Advantages Defensive Roll 6, Improved Critical 3: Divine Blade: Strength-based Damage 3, Improved Disarm, Improved Trip, Quick Draw Skills Acrobatics 8 (+10), Athletics 6 (+8), Close Combat: Sword 5 (+13), Deception 4 (+5), Insight 8 (+10), Intimidation 10 (+11), Perception 8 (+10), Persuasion 6 (+7), Ranged Combat: Shuriken: Strength-based Damage 5 9 (+11), Stealth 8 (+10) Powers Blast: Damage 6 (divine, DC 21; Increased Range: Perception, Incurable, Distracting) . . Shuriken: Strength-based Damage 5 (Alternate; DC 22; Homing: 1 extra attempt, Increased Range: ranged, Ricochet: 1 bounce, Split 2: 3 targets; Source: Shuriken) Divine Blade: Strength-based Damage 4 (DC 21; Affects Insubstantial: half ranks, Multiattack; Quirk: Sword Focus (-1)) 8pp . . Enhanced Trait: Enhanced Trait 3 (Alternate; Traits: Dodge +3 (+8)) 1pp alt . . Deflect: Deflect rank 10: Reflect (+1/r), Noticeable (-1), Weapon (-1), Limited: Physical (-1/r) 1pp alt Protection: Protection 1 (+1 Toughness) 1pp Summon: Summon 4 (Heroic, Mental Link) 18pp . . Enhanced Trait: Enhanced Trait 5 (Alternate; Traits: Fortitude +3 (+8), Will +2 (+8)), Linked: Divine Senses Rapid Sight and Hearing 1pp alt Speed: Speed 2 120 feet/move action, 2pp Offense Initiative +2 Blast: Damage 6, (DC 21) Divine Blade: Strength-based Damage 4, +11 (DC 21) Grab, +8 (DC Spec 12) Shuriken: Strength-based Damage 5, +9 (DC 22) Throw, +2 (DC 17) Unarmed, +8 (DC 17) Languages English, Japanese Defense Dodge 10/7 (w/o sword), Parry 10, Fortitude 8/5 (w/o Gadian), Toughness 10/6, Will 10/8 (w/o Gadian) Code of the Samurai :
Motivation: Doing Good: Kane wants to right the wrongs of his grandfathers rules since he has come across the poverty stricken lower class during his wandering. Unknown Lineage: The bastard grandson of the Empeor does not know who his father is and has been cast out by his grandfather. Gadian - PL 4
Strength 2, Stamina 2, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 1 Advantages Animal Empathy, Assessment, Improved Critical: Unarmed, Languages 1 Skills Acrobatics 6 (+6), Insight 9 (+9), Intimidation 8 (+9), Perception 8 (+8), Stealth 10 (+9) Powers Communication: Mental Communication 1 (Sense Type: Soul Speak) Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Increased Mass) Large: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank) Offense Initiative +0 Grab, +0 (DC Spec 12) Throw, +0 (DC 17) Unarmed, +0 (DC 17) Languages English, Japanese Defense Dodge 3, Parry 4, Fortitude 3, Toughness 2, Will 4 Power Points Abilities 6 + Powers 15 + Advantages 4 + Skills 21 (41 ranks) + Defenses 14 = 60 Complications Honor: As a spiritual Guardian Gadian has a strict code of Honor Identity: Gadian makes his home on Kane's left arm when he is not summoned. Responsibility: Gadian is responsible for protecting his charge Kane Languages Japanese, Native Language Power Points Abilities 16 + Powers 26 + Advantages 3 + Skills 3 + Defenses 0 = 48/60[/FIELDSET] It's a secret, stupid. Name: Maat Player: Avner Hero Points: 1 (3/19/23) Physical description: Country of Origin: Ancient Egypt The Avatar - PL 11
Abilities
Defense
Advantages Attractive Defensive Roll Improved Initiative 1 Move by Action (Free) Tracking Uncanny Dodge Skills
Powers Divine Tongues: Comprehend 4 - Speak & Understand all Languages Avatar Form . . Anubis the Jackal (Activation: Move Action, Advantages: Quick Draw, Tracking) . . . . Animal Agility: Enhanced Dexterity 3(+3 DEX) . . . . Animal Awareness: Enhanced Awareness 3 (+3 AWE) . . . . Tooth and Claw : STR Damage 3, DC 26; Affects Insubstantial, Improved Crit 3 (17-20), Multiattack, Penetrating 11, Reach 1, Takedown 2 . . . . Great Leap: Leaping 2 (Leap 30 feet at 8 miles/hour) . . . . Jackal Sense: Senses 2 (Awareness: Smell, Danger Sense: Hearing) . . . . Jackal Tracking: Enhanced Trait 6 (Traits: Perception +6 (+17), Stealth +6 (+14)) . . . . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks) . . . . Super Speed: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round, Advantages: Improved Initiative 2, Uncanny Dodge) . . Horus the Falcon (Activation: Move Action, Advantages: Defensive Roll 3) . . . . Enhanced Trait: Enhanced Stamina 3(+3 STA), Enhanced Will +3 (13) . . . . Feather Darts: Damage 7 (DC 22; Homing: 1 extra attempt, Increased Range: Ranged (175/350/600), Multiattack, Penetrating 6, Ricochet: 1 bounce) . . . . Talons: Damage 7 (DC 22; Penetrating) . . . . Wings of the Avatar: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Increased Mass 2; Wings) . . Sobec the Crocodile (Activation: Move Action) . . . . Aquatic: Swimming 5 (Speed: 16 miles/hour, 250 feet/round) . . . . Impervious Defense: Impervious Toughness 8 . . . . Jaw Bite: Damage 7(DC 22, Advantages: All-out Attack, Improved Critical, Prone Fighting; Penetrating 8) . . . . Large Size: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks) . . . . Regeneration: Regeneration 2 (Every 5 rounds) . . . . Scent: Senses 12 (sensory, Accurate (Type): Smell, Acute (Type): Smell, Awareness: Smell, Counters All Concealment: Smell) . . . . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab) . . . . Tail Strike: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Multiattack, Reach (melee): 5 ft.; Limited: targets on the ground) Offense Initiative +14 Claws: Damage 7, +11 (DC 22) Feather Darts: Damage 7 (DC 22) Grab, +8 (DC Spec 18) Jackal Bite: Damage 7, +11 (DC 22) Jaw Bite: Damage 7, +11 (DC 22) Tail Strike: Burst Area Damage 5 (DC 20) Talons: Damage 7, +11 (DC 22) Throw, +7 (DC 23) Unarmed, +8 (DC 23) Complications Motivation: Justice Responsibility Languages Native Language Power Points Abilities 70 + Powers 64 + Advantages 3 + Skills 11 (22 ranks) + Defenses 17 = 165 In the early time of the Egyptian empire when the jungle of the Nile was still lush and the people truly understood and worshiped their gods there was a Pharaoh king known to all as Maat he was praised as the chosen not just because he claimed to be so, but because he was the avatar of the gods. They acted through him. It was through his service to the gods that the Egyptian empire was founded and civilization took hold in the first great empire.
Feeling he had completed his work the gods told him to enter a slumber until the time that he would be needed. Maat was sure that it would not be long for the people always called upon his service. Taking a slumber in a great sarcophagus Maat was magically put under a slumber until the day the ancestral tomb was breached by any but its guardians. That however did not happen. The gods had underestimated the jealousy of men and as any record of Maat was stripped from their histories the new line of pharaohs chose to serve the gods directly themselves while the avatar slumbered. When the time came that the needed him, the jungle went dry as the Sarhara became a desert. Still he slept, great feuds and wars broke out, and still he slept, through famine and war, the avatar slept. No one was aware he was there, and he was left forgotten for centuries. Thousands of years passed before Maat ever saw the light of day again, and when it occurred it was simply by chance. The Iron Empire had spread its way across Western Europe and northern Africa and made their way through the Nile plains and the ancestral homeland of Egypt. They slowly made their way through each and every artifact left behind looking for items of Dracula's interest. Looking for anything his enemies could use against him. It was only a matter of time until some unknowing vampire breached the walls of the Ancient Temple of Maat. It was at that moment the ancient Avatar was brought awake and his connection to his gods restored. Looking about the temple he could immediately notice its desecration. Something was not right. Dirt...dust? How dare they neglect to service my chamber... ahh yes they could not without waking me. I am sure it is just a matter of presenting myself to my people. There must be work to do... they always were pretty helpless after all. There was no one waiting for him as he left the chamber, at least not at first. As he walked down the dark unlit passageway Maat was faced with the truth, the tomb had been neglected. It wasn't until he saw the first vampire that he saw the true disparity of things. Seeing the silhoutte he called to the man. "Ahh there you are... what has happened? Could you not afford to light my passage, this is really unbecoming of..." It was then that the creature shrieked and attacked. In a moment Maat channeled the power of his gods and let them act through him taking on the form of the Jakkal he dodged out of the way of the vampire and sliced its neck nimbly. Rushing through the tomb he was met by one vampire after another as he moved through them agily. He finally met a group at a large audience chamber where he channeled the crocodile enhancing his strength and throwing them about while ending them with his powerful jaws. When he came upon the last he lifted it up and pinned it to the wall. What is the meaning of this... where are my people? I am to be praised not chased like some play thing..! The vampire just met him with a smile and answered. "Everyone is prey to the Iron Empire, your people are nothing but slaves and cattle." "So they do need me! I knew it!" Maat said as he cracked the vampire's neck and used his powerful jaws to tear him in two. They were mere thralls, nothing within the ranks of the Iron Empire, but they had made a grave mistake... they had awoken the Avatar. Ascending to the sky Maat looked upon the desert in disappointment before looking up at the moon and launching himself upward as he transformed himself once again changing himself into the great falcon and taking to the sky.
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Player: AlphaZ Hero Points: 1 Kind: Human Physical description: short-cropped black hair, strong features, head-to-toe cyber armor Country of Origin: the moon Initiative: +2 Powers: high tech weapons and armor, drone assistant Anders was born to save humanity. Which is kind of a lot of pressure. But there was never really a question of "if". In fact there were very few questions at all.
Like any human living in the 35th century, Anders was born and raised in a small community unit in the lunar base on the moon. However, while he was given a proper enough education, he was not destined to be a scientist or other mind-laborer as so many were before him. Even before he was born his fate had been decided. Anders would be a soldier. Of course there's no real need for soldiers on the moon. There are no wars on that cold grey rock orbiting the earth. But they didn't plan to stay there forever. Vampires might have taken over the earth, but they weren't going to keep it. Humanity was preparing to take back their world, and Anders was going to be there when it happened. His whole life carried this sort of glorious excitement, an air of "when the day comes". He learned all about the paradise on planet earth and spent his spare time in the library, staring at images from a world he'd never seen. One day he'd set foot on that great spinning ball of blue, and he'd clear the way for the rest of humanity to live there in peace and harmony forevermore. At least, that was the story his parents told him. And his officers, as he went through rigorous physical and mental training. They had self-healing armor and fusion-powered weapons. They had energy shields and AI drones. What could stop them? What could possibly stand in the way of humanity's greatest achievement, the most poetic and beautiful story ever foretold? Anders had a family. Parents and two brothers, one older and one younger. His older brother was in the program too. He shipped out first. The youngest might've joined the program too when he was old enough, but things didn't go like they said they would on the holovids. The war woke up a world of bloodthirsty vampires, and quickly they began to strike back. New units kept getting sent out, but nobody who left ever came back. And they kept sending more. Though they tried to keep up spirits, bragging about how many vamps they'd kill on their first day, a weight hung over his unit as they finished training. They were constantly under bombardment. Every day was a new emergency. Waiting for their deployment began to feel like waiting for the guillotine. Still, they had the energy shield. There'd been talk about a time gate, and he'd even been trained on the specific history around the origin of vampires. But much to the protest of Anders' commanding officer, the time gate had been put on ice. Anders and his whole unit, the last thousand trained invaders, would be sent to Earth in one week. They'd take back Earth or scorch it to ruin. That great spinning blue ball he'd been dreaming of his whole life. He wasn't ready to burn it all down. He wasn't the only one. While many still clung to the hope of survival on the moon, some knew it was only a matter of time. Called "futurists", these radicals believed the only hope of humanity now lay in the shuttered time gate program. If they could get even one soldier through to the past to stop the first vampire, everything could be prevented. But the technology was unproven, and the risks were great. Using the time gate would drain the power cells being used for the lunar energy shield. The moon would be defenseless. Two such futurists were Anders' own parents. They had already lost their first son and were unready to send their second to his certain doom. And they didn't see any other future for their third. Anders knew how they felt, and he was torn on the subject. He'd been raised to invade. But it simply wasn't going to work. But rewriting history, and leaving the moon defenseless? It was no small thing to imagine. He kept his mouth shut about it, but he knew everything was coming to a head. Something was going to happen. In desperate times people do desperate things. The futurists came by night. Not even Anders knew the plan until he was suddenly being whisked out of bed. There was sneaking, then there was gunfire. Soon he was standing before the time gate being suited up. It was all a blur as his commanding officer told him his mission: to stop the vampires at their very start. "Yes sir" was all he could answer as he stepped through the time gate and left behind his his parents, his brother, and a future that, if all went to plan, would never even exist. He exited in another place, in another time, and everything he'd ever known was over. Or, rather, had not yet begun. PL 11, 165/165pp
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Player: Drachenspirit Hero Points: 0 (4/4/24) Kind: Human Physical description: Standing at 5'6" tall, and weighing around 148 lbs, she's got tanned skin and an athletic build. Her toned muscular physique is from working on her hobby of machine works, and her short cut sandy blonde hair is thus colored from spending a lot of time outdoors. Country of Origin: Mississippi - Near the meeting borderlines of Kanata, New England, Appalachia, and MississippiRiviera Powers: Tech Build w/ Twists (Energy/Machine Controller) Annie Dane Charlotte (The Conquistado) Rambles - PL 11, 154pp (Abilities 44 + Powers 77 + Advantages 6 + Skills 15 + Defenses 12) Strength 0
Stamina 2 Agility 4 Dexterity 4 Fighting 2 Intellect 7 Awareness 3 Presence 0 Defenses
Dodge 6 Parry 5 Fortitude 8 Toughness 2 (14 in suit) Will 8 Initiative +12
BLAST: Line Area Damage, +9 (DC 24) 900/1800/3600 ft., Crit 20 QUAKE: Damage 9, +12 (DC 24) 3200/6400/8000 ft., Crit 20 Throw, +4 (DC 15) Unarmed, +2 (DC 15) Advantages Benefit, Wealth 2: Independently wealthy Contacts Eidetic Memory Improved Initiative 2: +4 Inventor Move-by Action (free) 6pp
Mind over Machinery: Affliction 10 (12 pp) 3rd Degree: Controlled, Resisted by Fortitude, DC 20; Affects Objects Only, Burst Area: 30 ft radius sphere, DC 20, Indirect: Fixed point, directed away, Precise, Selective; Limited: Technology/Machinery, Limited Degree (third only) (Standard – Close – Instant) Battlesuit: The Conquistador (60 pp) Removable (Indestructible) PEARL Armor: Immunity 6: Disease, Environmental Condition: Heat/Fire, Environmental Condition: Radiation, Poison, Suffocation: Drowning, Suffocation: Alien Atmosphere (Personal – Permanent), 6pp PEARL Armor: Protection 12, +12 Toughness, 12pp QUAKE: Damage 9 (33 pp) DC 24; Extended Range 4, Increased Range: ranged, Multiattack (Standard – Ranged, 3200/6400/12800 ft. – Instant), Penetrating 2 Quick Change – Suit: Feature ( 1pp) DWAIN - Array ..BLAST: Line Area Damage 9 (21 pp) DC 24; Line Area: 5’ wide by 30’ long, DC 19, Extended Range 2, Increased Range: ranged; Unreliable (5 Uses) (Standard – Ranged, 900/1800/3600 ft. – Instant), Dynamic ..2pp alt DOVE:Flight 7, Speed: 250 mph, .5 miles/round; Wings (propellers), Dynamic ..2pp alt REAPER: Enhanced STR 10, +10 STR ..2pp alt VICARS:=Senses 9 Direction Sense, Distance sense, Extended: Vision 2: x100; Extended: Hearing 2: x100, Infravision, Tracking: Infravision 1: -1 speed rank; Ultravision, Dynamic Complications Motivation: Thrills Secret: Suit powered by ability to control machines Languages Native Language Annie has always had a way with these newfangled things called machines. She's an inventor. She has come up with some unique things, but to date she hasn't created anything for anyone else. She has repaired lots of machinery, and always seems to know just what is wrong with any machine she touches; gifted is the term folks use when referring to her. Strangely enough, she's a bit of an eccentric, and the neat things she has created, she keeps to herself. Though she's been approached by lots of people, wealthy investors and business savvy people, to share the secrets of her inventions, or create them something similar, she hasn't shown any interest in this to date.
Annie was born and raised in Mississippi, not far from the border with Kanata. Her father was a traveling silversmith and actually owns a small mine. Her mother is a singer and entertainer who travels with her father, performing from city to city. Once the couple realized that their daughter not only loved trains, but machinery in general, they settled down in a city in Mississippi. The quickly realized their young daughter was somewhat following in her father's footsteps, and was something of a tinkerer. Instead of putting a stop to what some would call silliness in this day and age, her parents fed their daughter's ingenious and curious nature. She could fix most any kind of device and troubleshoot most any kind of machine or mechanical workings. This didn't help her socially. To this day, she's always dressed more functional that stylish, creating a style all her own that just seems to add to her eccentric and odd reputation as some kind of genius inventor. About a year ago, she had an idea when a few of her inventions helped her thwart a train robbery. She was traveling by train to go and test a fully enclosed helmet that she had invented to work underwater in a coal mine. She was quite certain it would work in any non breathable environment, but just wanted to be sure by testing it in the real world. She also had a long a new invention that she called, for lack of caring to think up a catchy name, Lightning Gloves. When the would-be robbers tried to smoke out the guards car that led to the freight car where some gold was being carried, she donned her helmet, walked through the smoke, and quite literally shocked the thieves into submission. The thrill from this was something she hadn't expected, but she knew she was hooked. She combined several of her inventions over the next couple of months to be contained in a suit that could do all kinds of fantastic things. She stopped a bank robbery, took on a dozen fanatics that stole a Paddleboat, and even tracked down a cache of weapons stolen by a gang who were to sell them on the black market - fighting off several in the process. When asked what she was called in her suited up fashion of fighting crime and injustice, she recalled stories she had been told by her father about their homeland. Tales of brave armored men who fought off the vampires so the people of their lands could escape so many centuries ago came to mind. And being told she was a descendant from one of those very men, she took the proud and almost forgotten name that they had called themselves and brought in back to life in her hero persona. She is, "The Conquistador." Though it is clear that a woman is inside, only a few know who it is, and so far, her reputation hasn't caught up with the woman behind the masked helm. All of this is thought to be not only incredible, but part of the genius of whoever is inside this suit. The secret is something only Annie knows, and it is something she is quite literally afraid to tell anyone. She fears that if people know, she'll be shunned at best, and hunted down and killed at worst. The secret is also the reason she can't share her inventions with anyone, or even sell any of them. So, she has to keep up the facade that she's just some genius and eccentric inventor who is tied up in their own thing and can't be bothered by others whims and wishes. Annie discovered at an early age that she could make machines do whatever they were designed to do without using their own intended means of power. At first, she could just touch a wind up toy and it would work, without having to be wound. Practice led to her being able to just "Will" a mechanical device to work if it was within a few feet of her, though touching a device, by far, provided the strongest power source to it.
Out for a test flight after some more modifications, Annie spotted the cattle across the rail tracks a few miles ahead of the train. She almost gave it a nod and flew off, but decided to get a closer look. Since the train was coming at her, she closed to within a mile of the Cattle, and lit on a small hilly outcropping so she could start up her Variably Intuitive Chromatic Aberration Reducer SystemVICARS and get a closer look. Is it a curse always being right all the time in my assumptions?, she wondered.
Sure enough, there was a lame cow on the tracks and it wasn't going to be moving. It probably wouldn't derail the train, but she couldn't take that chance. She turned off her viewer and powered up Ducted Overpressure Vector EnginesDOVE again, and took off at maximum speed. She started slowing down when she reached the Engine and then did a quick turn to light atop the Engine roof. That didn't work well with the steam coming from the stacks and the smoke from the coal burners, but she managed to get to one side enough to see the cow in the closing distance. She powered up her Quickfiring Uniform Auto-Kinetic EnergizerQUAKE Gun, and then thought that her Ballistic Lightning Amplified by Sequential TransmissionBLAST would be better, so she switched to that. She had to wait until they were close, but the end result would be better. Before she lost sight of the cow from her angle, she let loose with a blast from BLAST, and a line of energy that looked like lightning arced out and slammed into the cow. The thing exploded better than she thought. SUCCESS! Then pieces of cow started raining down on the train and even her as the Train passed over where poor Betsy had been. Fortunately, her Steel-Alloyed Linen Lesion InterferenceSALLI Armor protected her from some decent sized chunks of flying beef. Then the Train stopped. She did her best to clean the big chunks off the train and near the tracks using The Conquistador's Powered Energetic Armor Raiment - LightPEARL Suit and it's Rigid Energy Assisted Pneumatic Ergonomic ReinforcementREAPER strength. Still, the conductor, engineer, and the nearby cowboys begin an argument between themselves and her as well on who would pay for the cow and damages. She said little, and finally just excused herself after just giving her name of 'The Conquistador' and flying off into the sunset - that didn't last long because she couldn't see a damned thing, so she took a tacking route like a sailing ship home. At home, she got out of her suit with a neat little trick no one had seen by floating all the associated parts and pieces to a table. "That's gonna take hours to clean off", she lamented when noticing all the cow flesh speckled over a suit that only an inventor could love. That gave her an idea and she finally thought up how to dehorn a cow in moments with a neat little device she had yet to create as she finished cleaning up Device Without Any Interesting NameDWAIN; which was of course, her nickname for the suit. She and the suit combined were 'The Conquistador', but separately they were DWAIN and Annie. Duh.
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Mothman
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Name Dumah
Player: Acathala Hero Points: 1 (7/21/2024) Kind Angel Country of Origin Heaven Physical description Dumah, in his human form, is a youthful Arab in appearance. curly black hair, skin complexion of olive, and kind brown eyes. Favouring simple white robes, or whatever what the local fashion is. This form was created for him by heaven, so he could act more effectively as Egypt's tutelary angel. Whilst fond of this form, as it lets him talk to ordinary people, as one of them he prefers his true form. Dumah in angel form, is a tall and imposing man, with waist length blonde hair. His skin is as white as marble, and he has white European monk style robes, with a never used hood. He wears a plain silver breastplate over the robes, In his right hand, he wields his holy sword, a vision in silver, with a circular crossguard, wreathed in pale holy fire. He assesses people with azure eyes that seem to look into the soul. The four wings are multicoloured metallic colours of god, copper and silver feathers. Powers: Holy flaming sword, flight, angelic health. Egypt
Dumah had been one of God's destroying angels, Azrael being his immediate superior, sent to kill the enemies of Heaven. Though he had killed bad people, he had in his mind, begun to question if killing was always the best solution. Some of the fallen might have become allies or followers if they had been set back on the right path. Dumah kept these thoughts to himself, less he be declared a heretic and cast down from heaven. His work continued and his doubt grew. In recognition of his work, Dumah was promoted to be the tutelary angel of Egypt. In his alternate human form, he got to know the people of Egypt. Dumah realised that he liked humans. Sure there were many times where he saw evil, and whenever he could step in to stop it, he did. However Dumah also saw joy, brilliance, and goodness in them. Dumah became of the belief they could be better if they had something to inspire them. So he continued to people watch, getting involved in their lives, even becoming friends with some of them. However the gods of Egypt were watching him. Dumah was summoned to a meeting with them. The angel wanted to meet them, so he could make up his own mind. To his surprise they turned out to be mostly good people. He grew especially close to Bastet, since she was a goddess of protection. They had many different talks about humanity, and she helped him understand humans better. Unfortunately she was also a goddess of pleasure, whom came very close to tempting Dumah to breaking his vows. "There was always something between Bastet and I. Unfortunately it was my duty." Dumah was also friendly with Shu. The air god had an irrepressible sense of humour and Dumah also enjoyed less serious talks with him. However nothing lasts forever. Dumah Is Exiled One day Dumah received a summons from Azrael, whilst both he and Bastet were attending a wedding in disguise, that was totally not a date. Bastet senses a change in demeanour in him. Dumah tells her the truth, that it's a summons from his superior. Knowing whatever Azrael wants him for, isn't good, he does warn her as much as he can, this isn't going to be good news. Bastet catches on to what he's saying, and goes to warn the other gods. Dumah's instincts are good. At the meeting point, Azrael is there, the herald of doom. The Angel of Death is distinctly unimpressed with how he's been spending his time, and has new orders for Dumah, He is to censure the Egyptian gods, and kill the firstborn of every family in Egypt. Dumah is completely horrified by this. Not only did it go against his role as the protector of Egypt, he personally knew some of the families and their firstborn children, and this was immoral. The angel desperately tried to persuade Azrael this was wrong, and it shouldn't be done. However the Angel of Death is implacable and demands Dumah do his duty. Dumah draws his sword, and for a minute it looks like he's going to fight Azrael. Decides he can't do it. He recognises Azrael is beyond his power. Dumah realises Egypt will need aid with the aftermath. In disgust he casts his sword aside. "I will not do this. It is immoral, and evil." Azrael declares Dumah banished from heaven. Dumah does not interfere, whilst the angel of death descends upon Egypt. In his heart of hearts, Dumah hoped that there would be divine intervention to stop this. None came, and Dumah hears the screams of the innocents, screams that haunt him. Transfixed he stares into space,m. Eventually he came to his senses and returned to the nearest city. It was bad. There were small fires everywhere that people tried to put. He came across the dead bodies of one family, that had tried to fight the angels. Another family had it’s patriarch blinded. Dumah saw everything and his faith was broken hard. Stayed to help as much he could, before he left. Filled with shame, Dumah wandered in self imposed silence. Angel of the Sahara/Silence is Broken Dumah’s silent wandering took him into the Sahara. Stopping there, he meditates, the emptiness of the desert having no distractions. It was ironic, but going into the desert on a journey, was the way many religious texts would begin, yet Dumah’s faith had been broken. So now he meditates, trying to divine his purpose. Upon the seventh night, his eyes opened. Dumah realised whilst he could not change the past, he could choose his future, defend humanity. Then he thinks of Bastet, Shu, and the rest of the Egyptian pantheon. Humanity was too narrow a definition. He would defend all good people. He would be Dumah, defender of the earth. It was all very well saying he would be the defender of earth, but how would he defend the Earth? What form would that take? Then Dumah smiled. He would start small. The nomad tribes would be his new beginning. He approached one nomad tribe as a human. It took him a long time to get them to trust him, even longer to get the nomadic tribes to unite under one human leader. Dumah was very definite about not taking power himself. That would veer too much to fallen angel territory. The angel took his time and prepared the tribes to accept his true form. When he did reveal it, some of the tribe tried to worship him, which Dumah immediately shot down. He wasn’t a god. One day, whilst in human form Dumah found a Turk had arrived with servants, and was awaiting an audience with the chieftain. Something about the man gave Dumah a very bad feeling. So he talked to the man, and his feeling worsened. The Turk was definitely concealing some sort of ill intent. As they chatted, one of the servants loosened her clothing, revealing telltale bite marks. Dumah shouted a warning, and the vampire leapt at him, attempting to silence Dumah. He was very surprised by the change to angel. Using a mundane sword, Dumah smashes the pommel into the vampire’s head repeatedly until the Turk falls to the ground. Dumah then decapitated him and destroyed the heart. Once he had made sure there were no more vampires abounding, Dumah talks to the vampire’s slaves. The situation is much more worse than he feared. The Ottoman Empire had fallen, and Dracula’s forces would eventually be coming here. The servants were small in number so they could be absorbed into the tribes, but Dumah knew he would have to swallow his pride, and hope his sword was still where he had thrown it away. Reassuring the chieftain he would return quickly, Dumah flies on what could be a fool’s errand. The journey doesn’t take too long, as he’s a fast flier, but finding the sword proved to be more difficult. After hours of searching, Dumah was ready to concede defeat. Until he saw a familiar gleam under a bush! Retrieving his sword, Dumah returns to the tribes. When a Good Angel Goes to War Upon his immediate return, Dumah starts training the tribes in the ways of war. He has to adapt his training as they are not angels, but the nomads prove to be swift learners. The angel is hard on them because they need to be the best. Dumah is under no illusions he can win a pitched battle with all of Dracula’s forces, but given the lack of resources in the Sahara, maybe the vampires can be forced to decide the Sahara isn’t worth their time. Scouts report the arrival of the vampires. Dumah employs hit and run tactics against the vampires. Whilst he brings the flame and the fury, the nomads either finish off fallen vampires, or release the slaves. Releasing the slaves forces the vampires to waste time and resources to capture them again. The angel is utterly merciless towards the vampires he fights, slaying even fleeing vampires. He wants to keep the secret of his presence for as long as possible. Sadly a few cowardly vampires do escape whilst Dumah is fighting others. However whilst their wounds heal, their burns and scars remain permanently. They are interrogated and formed into an unit called “the Burned”. Dumah is effective at killing vampires, and stalls vampire progress significantly enough, that Dracula replaces the one in charge of the Saharan operations, and devotes more resources to it. The new vampire in charge knows what he’s doing. Dumah loses more people, but he makes their sacrifice choke the vampire’s throat by killing more. The angel is a shining beacon of hope. However hope is a very fragile. Indeed Dumah is betrayed by one whom wishes to replace the chieftain of the nomads. Dumah’s camp is surrounded. However the angel surprises the vampires again, by going onto the offensive. He clears a path for his people to flee, and acts as the rearguard. Spotting an opportunity Dumah also violently murders the traitor, a new vampire. The vampire leader, a tall drink of a Viking, attacks Dumah. He’s one of Dracula’s elite, and proves to be a tough fight. Yet Dumah senses something is wrong. The Viking is fighting extremely defensively, like he’s trying to delay him. The angel sees it too late. Mages conducting a ritual he’d never get to in time to stop. Noticing Dumah has realised his fate Viking vampire taunts him. "Dracula will enslave the world angel!" "Perhaps, but you will never see it." Dumah finally finds the flaw in the man’s fighting style, destroying the heart, whilst a particularly potent blast of holy fire consumes the body. The victory is short lived, as Dumah is violently dragged by forces into a portal, landing somewhere unfamiliar. "Azrael! The angel of death of parties. Your summons quite killed the wedding party I was at. The poor wedded couple had quite a start." Dumah looked around at his superior. Any hope this was going to be anything other than bad evaporating quickly. Thank god Bastet had taken his hint. Azrael also had his especially grim expression, which to be fair, was a lot like his regular grim expression. However Azrael had been Dumah’s superior for a long time, and he could tell the difference. "We know what you’ve been up to, Dumah. Mixing with the mortals. Flying around with Shu. Cavorting with Bastet. Conduct unbecoming of you." Azrael stated in an accusatory tone. "That is a base canard! There has been no cavorting, not even a canoodle with Bastet. I’ve been getting to know the people I am supposed to be protecting, yes. That’s it. Perhaps you should incarnate as a human, and get to know them. Maybe at a party. Who knows, you may have fun, even accidentally." Azrael glared at him, and Dumah sighed. "Very well, archangel, why have you summoned me?" The angel of death looked at him intently, like either he was assessing him, or expecting insolence. Then Azrael continued. "Dumah. You are to censure the Egyptian gods and kill the first born children of Egypt." Dumah looked shocked and horrified once he heard what Azrael had said. His mind struggled with this, not wanting to understand it. Heaven couldn’t be serious, could. As he counted the number of children that would be affected, he had to stop when the number got too high. "I’m sorry and I ask this out of concern, but has heaven lost it’s mind?" Azrael sneered at him. "The humans you claim to protect are sinful." Dumah took a deep breath. "Some are, I won’t deny it." Then he broke into a grin "but some are absolutely brilliant! Look at the things they’ve accomplished. The pyramids! The colossus of Rhodes. The library of Alexandria, and the knowledge within! Poetry and philosophy! Art! Humanity has come a long way. Still have a long way to go, I grant you, but they all have such potential. If there’s something to inspire them, not something grinding their face into the dirt, with a foot on their necks. I beg of you, don’t do this." Azrael looked at him incredulously."Dumah, are you forgetting about the Israelites?" "Are you going to free all the slaves? Because if slavery is wrong for the Israelites, it’s wrong for everyone. You could free the slaves without killing the children. I doubt anyone could stop an archangel of death. Or we could do this by not resorting to violence. I could speak to the Egyptian pantheon.." Dumah knew instantly that he had said the wrong thing. Azrael said forcefully. "We are sending a message." The metaphorical blood in Dumah’s metaphorical veins ran cold. "I see. This is a statement. That we’re the biggest baddest bullies in the world." Azrael tried to interrupt. "Your duty...." Dumah cut him off."I have done my duty for God and Heaven, for almost as long as you, Archangel. Oh god, I did my duty." Dumah, said the last part with self disgust. "If you can’t understand why child murder is wrong, even if it’s ordered by heaven, then I weep for you and your victims. Know this, the world will remember this, and hate you for it." Azrael was not one to be moved. "I offer you one last chance." Dumah drew this sword, it igniting with holy flame, advancing on Azrael. For a moment Dumah thought he was going to attack him. Sanity regained him, and he realised he couldn’t defeat him. Someone would need to deal with the aftermath in Egypt. Cast his extinguished sword aside. "I will not do this. It is both immoral and evil." Dumah barely registered his exile, the silence claimed him. Watches the archangel fly into the darkness, that would only be matched by the darkness of his deeds. Abilities 88 PP Str 0 Agi 11 (22) Fgt 11 (22) Sta 11 (22) Dex 0 Int 0 Awe 11 (22) Pre 0 Defences rank/mod/total Toughness 0/11/11 Fortitude 0/11/11 Parry 0/11/11 Dodge 0/11/11 Will 0/11/11 Skills ranks/mod/total 22 PP for 44 SP Acrobatics 0/11/11 Athletics 0/0/0 Close Combat Melee weapon 0/11/11 Close Combat unarmed 0/11/11 Expertise warfare 11/0/11 Insight 9/11/20 Intimidation 0/0/0 Perception 5/11/16 Persuasion 20/0/20 Stealth 0/11/11 Advantages 8 PP Assessment Fearless Favoured environment (sky) Improved critical sword 2 Improved disarm Improved smash Luck Ultimate Effort: Persuasion Powers 48 PP Angel form - Alternate form (standard action, -2pp), includes: -Holy flaming sword -Angel wings -A Better Morningstar Holy flaming sword (divine, fire, piercing, and slashing) - Damage 11 (DC 26), Multiattack 11, Affects incorporeal 2, linked with Affliction 11 (on fire) (DC 21 Fortitude, Vulnerable/Defenseless) Limited Degree 1, Feature (vampires and other evil undead suffer permanent burns and scars from this weapon), Indestructible 1, 32pp 1pp alt: Divine wrath (divine, fire)Damage 11 (DC 26) Burst area 11 (DC 21/26), Affects incorporeal 2, Linked with Affliction 11 (on fire) (DC 21 Fortitude, Vulnerable/Defenseless) Limited Degree 1, Feature (vampires and other evil undead suffer permanent burns and scars from this weapon), Indestructible 1, 32pp Subtotal 32 Noticeable (unique sword with holy fire) -1 Easily removable -11 Holy flaming sword total 20 PP Divine health (divine) Life support 10 Regeneration 10 Total 20 PP Angel wings (divine), 5pp Flight 6, Wings -6, Noticeable (big 2 sets of 2 wings) -1 A better Morningstar Environment (control light 2 PP per rank), 2 ranks Total 4 PP Benedicite divine Feature, weapons gain divine descriptor 1 PP -increased area 1PP -noticeable -1PP (weapons glow with a silvery light.) 1PP Total Seyifē Hoyi Temelesi divine Teleportation 2 ranks 1 PP per rank -Affects objects only 0PP -Limited to Dumah’s sword -3PP per rank Total 1PP Powers total 51 PP
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Name: Emet Clay Player: Phasmus Hero Points: 5 (5/4/23) Kind: Construct Age: ??? Country of Origin: Atlantis Physical description: Emet is a human-shaped magical construct, built from inorganic materials and given life through the application of powerful magics. He is comprised of an ornately inlaid metal casing riveted into place around the mysterious internal mechanisms that provide his animation. Unlike the rest of his finely crafted body his face-plate is a simple, curved metal sheet with plain round holes to accommodate the softly glowing crystalline structures that pass for his eyes. The difference in workmanship between his face and the rest of him suggests a slapdash repair at some point in his past. He stands just under six feet tall with a gaunt build that belies his high weight. He typically wears formal but concealing attire, making him difficult to identify on those occasions when he lets himself be seen. Powers: As a construct, Emet is not subject to many of the needs or frailties of human biology. He is able to vanish and walk unseen among the masses of (potentially) criminal humans. His mind and senses are tuned to the task of identifying and tracking lawbreakers, including a supernatural comprehension of all languages. His hands are capable of producing a powerful and dangerous electrical shock. Personality: Emet is very focused on what he considers his inbuilt purpose: the enactment of justice. However he is not emotionless or mechanical in his demeanor. He is sincerely disturbed by the suffering experienced by the victims of crime, and he considers most suffering to be the result of one crime or another. His frustration with humanity's tendency to deviate from the law is often expressed with bitterness and sarcasm. His lack of memory causes him very little concern overall, but he imagines that he must have come from a place with a more sensible legal system. Because he is unable to lie Emet tends to speak very carefully. He avoids making concrete statements except in areas where he is very certain. He understands and uses figures of speech freely, but never risks ambiguity with them. Emet generally obeys the letter and spirit of the law to the best of his ability, except where doing so conflicts with his innate moral sensibilities or hinders his efforts to enact justice himself. His respect for the privacy of others is vestigial at best. He has no compunctions about stalking and striking up conversations with complete strangers or lurking in private residences to interrogate potential witnesses. He is gradually learning to temper such direct approaches to achieve better results. Emet awoke in a back alley in a Mississippian warehouse district, surrounded by other valuable looking but broken objects of possible arcane significance. He had no memory of his past and no idea how he came to arrive there. He didn't have time to investigate the scene as he was almost immediately drawn to investigate a domestic disturbance nearby. By the time he had helped resolve that situation (by inadvertently scaring both parties into forgetting their differences and uniting in pelting him with their pots and pans) the scene of his strange arrival had been picked clean by the local riffraff.
Since then Emet has adapted quickly to the unusual and crime infested world where he has found himself. He started calling himself Emet Clay, based on some of the only writing he could decipher from the various inscriptions on his outer shell. He has largely focused on understanding the criminal and law enforcement elements of his chosen city and adapting himself and his methods to interact with them effectively. His preferred approach is to collect and deliver evidence to the proper authorities. Where incompetence or corruption prevent his chosen cases from being, in his opinion, properly adjudicated he has readily taken the law into his own mechanical hands. Emet didn’t get bored easily, but it was starting to happen now. He was sure he had the right office but its owner wasn’t keeping regular hours. He already knew everything that went on here. How many people had been hurt. How much money they’d given over to avoid being hurt worse. The names of the perpetrators, the names of the victims. He just needed to collect something a bit more concrete to get the wheels of justice moving. So he stood in the corner, feeling like another piece of furniture, waiting.
Eventually the man, the criminal, Mr. Lanzoni walked into his office. He was older and a bit pudgy. He didn’t look like the type to organize an extortion racket. But expecting people to ‘look the type’ was why juries needed so much evidence. He didn’t see Emet. Nobody would have. He sat down, took a bundle of bills from his most recent ‘charity drive’ out of his pocket and leaned over to unlock the cash box under his desk. Emet moved forward silently and placed his hand on the back of Mr. Lanzoni’s neck. There was a bright spark at the point of contact and the smell of ozone filled the air. The extortionist began twitching uncontrollably as Emet shoved his face down to the desktop. “Hi. I’ll be taking your ‘charity money’, your notebooks, keys to locker #54 on Yacht Street...” Emet’s tone was polite and matter-of-fact as he placed the various items into the pockets of his voluminous coat. He reached into the cash box and pulled out an antique silver pocket watch as he continued, “...and Mr. Armstrong’s watch over to the DA’s office later today. If he declines to prosecute you and your goons again I will have to take a more active role in the situation.” Emet leaned in close so the metallic clicking that underlaid his voice was clearly audible to the spasming criminal. “That means I will, if necessary, do to you what you did to Mr. Armstrong. Do you understand?” Mr. Lanzoni groaned, on the verge of passing out. “Good enough. Keep your nose clean.” Emet removed his hand and vanished into the hallway. He didn’t like making threats like that. It felt perilously close to lying. But there was enough wiggle room, after all poor Mr. Armstrong had been through, that he wouldn’t have to murder anyone if it came down to it. It was never as easy to get into an office the second time around, so better to get the message across the first time if he could. Emet Clay - PL 11 Offense Initiative +1 Deadly Shock: Damage 9, +10 (DC 24) Grab, +0 (DC Spec 10) Mind Reading: Effortless Mind Reading 8 (DC Will 18) Shocking Aura: Damage 5, +0 (DC 20) Stunning Shock: Cumulative Affliction 9, +10 (DC Fort 19) Throw, +0 (DC 15) Unarmed, +0 (DC 15) Complications Motivation: Justice: All he really wants is to enforce the law. Is that so much to ask? Prejudice: As an arcane artifact himself, Emet is not well understood or liked by a fair swath of the human population. Quirk: Incapable of deliberately lying, vexed by lying accidentally. Languages Any? Power Points Abilities 18 + Powers 108 + Advantages 4 + Skills 16 (32 ranks) + Defenses 19 = 165
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Player: Boss Nadar Hero Points: 1 Kind:Onryō (Undead) Age: ??? Country of Origin*: Seiikin Naoko is well aware of the effect her appearance has on others, and tends to remain quiet and out of sight as much as possible. As if to make up for this, she becomes an easily excitable and overly friendly chatterbox when around anyone unaffected by her unnaturalness. Though childlike in appearance, she has been "active" as an onryō for over a decade, and has the maturity of a woman in her late twenties. This can result in people treating her like a child, which she somehow likes less than being treated as a monster. There is only one man alive that can get away with calling her a little girl, anyone else had better prepare for things to get ugly.
She bears considerable remorse for all the people she's hurt before she learned to suppress her curse, and much of what she does is done in self imposed penance. She harbors no such guilt from the criminals she's killed, however, and takes a certain guilty pleasure in making the deserving suffer. She takes her work seriously, and has no time for trivialities like hobbies, but she does secretly envy musicians, having wanted to become a songstress growing up. She also misses being able to eat, having faint memories of delicious home cooked meals, but can no longer taste anything other than ash. She claims to no longer care that the people she helps flee in terror, but in truth it still stings every time, and though she would never admit it, she longs for even the faintest shreds of recognition. While her vengeful curse is in full swing, she becomes nearly nonverbal, desiring neither communication nor cooperation. The only thing that matters is the kill, and ideally making it as painful as possible. At her core, Naoko under the vengeful curse is still Naoko, simply with every negative emotion multiplied a hundredfold. Thus, while she won't actively hurt anyone she cares about, she also won't care to help them. A single kill is all it takes to satisfy the dark curse, at least temporarily, but she certainly won't object to a buffet. In this state, her insecurities are also magnified, and she eagerly lashes out at anyone that tries to "help" her, convinced that such help is merely manipulation in disguise. The more Naoko has embraced her curse, the greater her tolerance for it has grown, but its still something she is extremely ashamed of, and actively represses it as much as possible. Possessing the body of a sixteen year old girl, Naoko does not look particularly intimidating at first glance, but even a cursory inspection reveals a far more horrific truth. Pale skin, dark matted hair, and a thousand yard stare, Naoko is the spitting image of a classical onryō. Her black veins are visible even from a distance, and both her skin and her ratty outfit shine as though constantly wet. Those who get too close to her can smell the scent of the briny depths upon her, and her hair and clothes billow softly as if brushed by some unfelt wind. Her movements are janky and uneven, sometimes barely twitching, other times seeming to cover significant distances in the blink of an eye. Her voice is soft, as if always far away, and breathy, as if struggling to breathe.
While in control of her curse, she otherwise seems almost normal, if sickly. But when the vengeful curse takes over, her appearance becomes horrific. Hundreds of small cuts open on her body as her skin turns pale blue. Her black pupils dilate to an unnatural size, and her fingers turn into razor sharp claws. Her silky voice turns hoarse and deafening as she screams at the object of her rage. Her body contorts itself in horrific ways, and her already erratic movements become frantic and wild. As an Onryō, Naoko has numerous paranormal abilities, including nigh indestructibility, regeneration, unnatural speed, and immunity to many afflictions of the living. Upon regaining sentience, her powers have been split between her Pale Justice identity and her Vengeful Sea Spirit identity. While in the form of the Pale Justice, she possesses many more of the supernatural, terrifying abilities, such as teleporting from shadow to shadow, creating terrifying paranormal events, and manifesting thick, frayed ropes to bind and drag her foes. When the Vengeful Sea Spirit takes over, she becomes a raging monster of horrific strength, even greater speed, and the ability to drain the very life force from those she strikes to sustain herself.
However, allowing her vengeful curse to take hold has a cost. Once her curse has taken hold, she is overcome with the desire to kill, and is typically unable to return to her Pale Justice state until that compulsion has been met. She is not entirely concentrate while in this state, and can restrain herself from killing those she identifies as 'friends' or 'innocent', but until she finds something to kill, the curse won't allow herself to consider anything else. And though her undead nature grants her immunity to many mortal maladies, it opens her up to many new ones, as holy weapons of any kind are particularly damaging to her, she cannot enter consecrated grounds without the blessing of the priest in charge of the grounds, and she can neither damage, pass through, or otherwise affect any object that has had an Ofuda properly pressed upon it. Naoko does not remember much of her life, and trying to conjure up memories from the before is like trying to look through a muddy window. She remembers a family for one, including two older brothers, and she remembers living modestly. She remembers some great cataclysm forcing them to leave, and she remembers being terrified as she and her brothers were pushed onto a boat without her parents. She remembers being mocked for her fear of the vast ocean, and she remembers the cruelty of her brothers as they tied her up with rope and held her above the water below. She had screamed and screamed, while her brothers laughed at her. Here, her memory is far clearer, seared as it is into her mind. A large wave bumped into the vessel, causing her brothers to lose their grip. She falls screaming into the frigid waters, unable to even flail bound as she is. Water laps into her face, and she's far too busy screaming to consider holding her breath. She remembers the burning sensation as water fills her lungs, her body screaming for oxygen, and then nothing but the dark void. Her final moments were of unmitigated terror, but in her final gasping breath of water, there was something more, something darker.
She has no idea how long she remained there, a bound corpse floating in the endless ocean, but her first memories of her other life are being pulled up onto a fisherman's boat. The boat would be found two days later washed ashore, the fisherman seemingly having managed to drown in the safety of his own boat. The time after that is a blur, and she isn't sure whether her curse held sway for months, years, or even decades, but she knows that she killed enough people to earn the name, Fukushū no umi no seirei, the vengeful sea spirit. Eventually, the docks she haunted became condemned and sectioned off, hoping whatever vile curse lay over it would not seek new victims elsewhere. That may have worked, and Naoko may have been eventually forgotten, except that the abandoned docks soon became quite appealing to a different, more nefarious crowd. Criminals who didn't believe the stories soon flocked to the abandoned docks, and the Fukushū no umi no seirei feasted. Until one fateful day, she found herself stalking a group of human traffickers. She made her move just as the criminals were moving the "merchandise" across the docks, and as she came into view, the criminals panicked, pushing their prisoners out of the way. Normally this would have meant nothing to the creature that moved across the docks, but then she heard a sound that pierced her frozen heart. One of the prisoners, a young Japanese girl, had ended up in the water, and was screaming for help. For the first time in her unlife, she paused, and turned towards the drowning woman. She'd killed so many people up to this point, even other young woman, so this should be no different, and yet she couldn't look at the woman without seeing herself, all those years ago, and she felt something she hadn't felt in a very long time: empathy. Abandoning her quarry, Naoko leapt into the water, grabbed the woman, and dragged her to the shore. Once there, a single tug was all it took to undo her bindings, but rather than be grateful, the woman screamed even more, pushed past her, and ran into the night. Disorientated, but truly in control for the first time in her unlife, Naoko wandered to a nearby abandoned storefront, and in the reflection of its broken window, truly saw what she had become for the first time, and it nearly broke her. Terrified, she ran from herself, hiding in a nearby building where she sobbed and sobbed. She had never planned to leave, ready to consign herself to hiding forever, when she heard someone approaching. Frozen in fear, she looked up to see an older Japanese man peering in her direction. She thought for sure the man would scream in horror upon gazing on her corpselike appearance, but instead, he simply called out, "Hello? Is anyone there?" The man was blind. He had heard her sobbing, but couldn't see her disfigured and broken body. The Fukushū no umi no seirei would have relished such an easy kill, but Naoko felt something else instead. Then the man spoke again. He asked her if she had any family, or if she had anywhere else to go. When Naoko didn't respond, the man asked if she would like to come with him, that he had a daughter that had all grown up, and that his home felt lonely. Naoko wasn't certain why, but she felt a kinship with the man, and very gently accepted the offered hand. Though terrified that once the man felt her clammy skin he'd figure out the truth, he merely commented on how sick she must be, and promised to make her a big bowl of miso soup once they got home. And thus she would spend the next few years in the care of the older man, who she would later learn was named Sako Rokuro. He explained how his wife had passed away a few years back, and their only daughter had moved east for work. Though blind, Rokuro made an honest living selling traditional Japanese pottery, something he'd been doing since before he lost his vision. She remain extremely insular, confident that anyone else who saw her would recognize her for what she was. For the first few months, Rokuro would try to encourage her to come with him to the market at least, but he never forced her, and eventually came to terms that the girl was simply not ready. The first time she laughed, it surprised even herself, and though her voice never really returned, she eventually became quite the chatterbox, gleefully describing everything she saw from her window. He even took to calling her Nakidori, or songbird. In that moment, she achieved something that should have been impossible for her. She was happy. Alas, it was not meant to last, and one evening, a couple of ruffians came into Rokuro's shop one day, claiming the building had fallen into the turf of the red claws, and that he'd need to start paying protection money if he wanted to keep doing business in the neighborhood. While Naoko watched from behind the back door, Rokuro tried to explain to the gentlemen that he could barely afford to exist as it was, and that the money they were asking for would starve them. The pair of ruffians didn't seem to like that answer, and began to get rather aggressive. Slowly, Naoko began feeling her rage boil over, and before she realized what was happening, the Fukushū no umi no seirei began to see the two men as prey. With an ear-piercing scream, the Fukushū no umi no seirei leapt from her hiding place, her horrific claws wrapped around the first man's throat before he even had a chance to scream. As she choked the life out of the first man, the second pulled out his revolver, and proceeded to unload round after round into the little girl, but he may have been chucking sunflower seeds at her for all it did. As the first man let out his final death rattle, the second finally had the sense to run, but it was already too late. With a single glance, the man began to cough up copious amounts of water, grasping at his throat as he emptied more water from his lungs than should have been possible to be contained. Then, the Fukushū no umi no seirei turned to the third man in the room, surprised that he had neither tried to run nor fight, instead merely shuffling to put himself between her and the door she had just burst from. "Do what you wish with me, vengeful spirit," the man managed to stammer, "But you leave my little Nakidori alone!" Those simple words hurt her far more than the bullets ever could, and once more she felt her curse receding, replaced with a great shame. This man had given her a home, far more than an abomination like her deserved, and yet all it took was a moment of weakness before she was ready to kill him. It was at that moment that she realized she could never truly live again, and that until she learned to suppress her new darkness, she'd be a danger to everyone she cared about. Without another word, Naoko stepped out of the small shop, quickly vanishing into the shadows. In the months and years that followed, Naoko became a silent protector of the docks, slaking her violent impulses with the blood of the guilty, never quite able to completely cast off her dark desires, but over time learning how to direct them. As more and more innocents escaped their captors due to Naoko's interference, she earned a new nickname, Peiru Jasutisu, the pale justice. As her control over her powers grew, so did the radius of what she considered her "domain". And at the center of the ever growing domain was a small pottery shop, where an older blind man lived and tended to a small garden shrine. Every evening, the old man would leave a small offering upon the shrine, and beseech the gods to keep his Nakidori safe, and forgive her sins. Every morning, the offerings would be replaced with money and other valuables, whatever Naoko was able to liberate from the pockets of the previous night's victims. "Sh*t!" Matsuda panted, his lungs burning with exertion, "F*ck! Why is she here? That creepy b*tch isn't supposed to be this far out from the docks!" It was true, the creature known as Peiru Jasutisu was usually confined to the docks, but his men had warned them that her radius seemed to be growing. He of course hadn't listened, and now he was paying the price. Turning to the handbound woman beside him, he shouted, "What's so f*cking special about any of you anyways?! Why does that b*tch care what happens to trash like you?" The woman's eyes went wide in fear, but she remained silent. Of course she remained silent, how could she speak when he'd cut out her tongue weeks ago? Still, her silence was infuriating to the yakuza boss, and he raised his hand to beat her, when he heard another scream, freezing him up immediately. 'Sh*t, that sounded really close!' with a rough push, he forced the woman in front of him again. "C'mon, move it! I ain't dying today." The rain made the ground slick, and running as quickly as they were was probably a mistake, but they couldn't afford to slow down even for a moment.
With one hand on the woman's shoulder, and one hand gripping his handgun like his life depended on it, he pushed through the streets, constantly checking over his shoulder to ensure he wasn't being followed. 'hideout's not far, then I'll be home free!' he thought to himself. Then, suddenly, the woman in front of him stopped abruptly. "The hell you think you're doing, did I tell you to-" Matsuda started to say, but the words caught in his throat once he realized why the mute woman had stopped. Standing directly in front of them stood a young girl in a tattered dress. Her head was lowered such that her long black hair completely obscured her face, and her arms were stock still at her sides, her hands dripping wet. 'Wait, no, that's not water, that's...' Matsuda couldn't bring himself to finish that thought. Instead, he brought his gun up, but instead of pointing it at the horrific woman across from her, he pointed it at the woman in front of him. "Out of the way, or I'll blow her f*cking head off! I'll do it, don't... don't test me!" He had meant to sound far more confident, but a staggered threat was the best he could manage. The Peiru Jasutisu cocked her head, as if considering Matsuda's threat. Then, slowly, one hand lifted and parted her hair enough for a single bulging eye to peer through, and Matsuda very nearly had a heart attack. Instinct took over, and in a moment of weakness, he turned his gun away from his hostage and towards the horrific creature before him. Too late he realized his mistake, and before he could return the gun to its prior position, a clammy hand wrapped itself around his wrist. "Wha-how?!" he cried out turning his head to see the Onryō was now directly behind him, close enough to lick the hairs on the back of his neck. Moments later, the only thing he could do was scream. ------------------- Saiki ran in terror as fast as her legs would take her. The instant Matsuda had let go of her shoulder, she took off. She didn't know where she was going, hell, she barely even knew where she was. All she knew was that she needed to get away, she needed to escape. But she'd been near collapse before she started running, and that final burst of adrenaline when the Onryō had appeared was only able to get her about three blocks before her lungs gave out on her, and she collapsed in a heaving, crying mess. If the spirit was still after her, there's no way she'd be able to escape. Her only hope was to hide, and hope she'd be left alone. Just as she was beginning to think she'd gotten away, a peal of lightning revealed a slight figure standing in the same alley as she, and Saiki's heart sank. In a breath's span the Onryō was on top of her, staring her down like a cat examining a trapped rat. She wanted to beg for mercy, or at least a quick death, but as she could do neither, she simply closed her eyes, ready to accept an end to her suffering. Several seconds passed, and the expected end never came. Eventually Saiki's curiosity overcame her fear, and she opened her eyes to see the pale girl hadn't left, but was instead holding something out towards her. Stunned, she reached out and grabbed the offering, shuddering briefly as Saiki's hand brushed against the spirit's cold, clammy skin. Only then did she realize that it was an envelope she'd been given, containing a large chunk of money, and the address to a shelter for abused women. Saiki looked up in stunned silence, only to discover the Peiru Jasutisu had vanished. She'd heard stories of the wraith, of the terror it could cause. And those stories had been true, but now she knew they were only one side of the story, the side whispered by the cruel men that had chained her, and taken her voice. The Peiru Jasutisu was a guardian angel. No, that wasn't true, angels were beautiful, and the Peiru Jasutisu was anything but. A guardian monster then, but a guardian all the same. And perhaps as the world grew darker and scarier, perhaps a monster that bumped back in the night was exactly what they needed. Naoko watched from the shadows as the scarred man ran. Every now and then, he'd stop to check over his shoulder to see if he was being followed, then he'd dash down a different alley, clearly trying to lose her. But the man was so blind, that if she hadn't intentionally let him catch a glimpse, he'd likely assume he'd gotten away, and that'd ruin everything. She knew the thug wasn't working alone, but she'd not been able to figure out where they were working from. She needed the thug to take her there, and the only way he'd do that is if he felt she was close enough to threaten him, but not close enough to make him panic completely. But this man had been running in nearly a circle for far too long already, and Naoko was beginning to wonder if perhaps she was the one being baited.
Just as she was considering ending the hunt, the man threw himself at a door suddenly, and began pounding. "Let me in, its the Fukushū No Umi No Seirei! She's behind me!" She wasn't close enough to hear the response from the other side, but she was close enough to hear the tone behind the words, and they didn't sound happy. After a short back and forth, the door finally opened, the scarred man falling over himself to get inside, while a taller, thinner man scanned the perimeter from the threshold. Content that they weren't followed, the door shut, and only then did Naoko step from the shadows. With a focused look, she stared not at the wall, but past it. She couldn't see the furniture, or the layout of the walls, but by following the heartbeats, she could figure out that there were fourteen of them, plus the man she'd been chasing. A cursory glance revealed only a single other entrance, in the back, and no windows. Moving to the back door, she picked up a rusty pipe, and slid it through the handles. She gave the pipe a good shake to test it, and frowned at how loose it was. It wouldn't take much jostling from the other side to get it open, and it would probably only hold for a few seconds. If she could bend it, that'd essentially seal it off for good. But she wasn't strong enough to bend the pipe the way she needed to, at least, not without letting the cat out of the bag. She knew there were prisoners inside, so she wasn't exactly thrilled about the idea of cutting loose near innocent people. She did need to test her restraint over the curse eventually, however, and she was confident that fifteen victims would be more than enough to slake her bloodlust, so the only real risk was someone getting hurt in collateral damage, but that could happen even if she went in without the curse. Finally resigning herself to her fate, she let the familiar rage flow through her body, and with her final conscious action, she twisted the metal around the handles. ------------------- Naoko had felt the curse's satisfaction after just a few kills, but as long as she was in a position to end it if it ever became dangerous for the prisoners, Naoko was content to allow the rage to continue. She'd never admit it, not even to herself, but some dark part of her enjoyed watching the light leave the eyes of the terrified men, and wanted it to continue. But eventually, the final crook lay broken on the ground, their body twisted like a pretzel, and Naoko moved to retake control. Sated by the deaths of fifteen men, her curse put up only a token resistance by her seizing control. From the other side of the room, the prisoners, filthy and covered in rags, screamed at the horror they'd just witness, and shrank back as far as their cages would allow them. Ignoring their cries as best she could, Naoko moved towards the cages. Without a single word, she placed her hand on the lock of each in turn, pushing gently upon it until the lock rusted away completely. By the time she had reached the final cage, the prisoners of the first had realized they were free, and pushed themselves free, each trying to be the first to get away from the Onryō. The final cage held a small girl, who recoiled away from Naoko just as all the others had, yet somehow differently. As the lock crumbled in her hand, she finally realized why-the girl's eyes weren't following Naoko's movements, her ears were. The girl was blind. For the briefest moments, she wondered what the girl thought was happening, but as quickly as the thought appeared in her mind, she dismissed it. Stepping aside so the girl could flee, she made sure to bang the cage door loudly against the wall, so the girl would hopefully understand what was happening. When the girl still didn't move Naoko spoke in a voice barely above a whisper. "Go, girl. Your cage... open." Realization seemed to spread across the girl's face, and with an excited smile, she whispered back, "You're the Peiru Jasutisu! Thank you!" Then she bowed twice in Naoko's general direction. Before the stunned Onryō could respond, one of the other prisoners, presumably the girl's mother, managed to gather enough courage to throw herself between Naoko and the girl, pulling her away before the murderous spirit could change its mind. As the woman and the child vanished around the corner, Naoko smiled genuinely for the first time in a very long time. She was sure her smile would have been horrifying to any onlookers around, but in the moment, she didn't care. For however brief a moment, the child had reminded her of one of the only moments in her unlife she could actually remember being happy. The moment was fleeting, but in an unusual moment of spontaneity, she decided that perhaps a visit was in order. ------------------- As the sun rose over the horizon, Naoko wondered if this was a mistake. Certainly, the garden was tucked away from the main streets, but she was still more or less out in public in broad daylight. While she was certain she could get herself away quickly if she was spotted, the last thing she wanted was to draw unwanted attention to the owner of the garden. It was the only shrine in the city that she could simply walk into, and she knew that the only reason was because its caretaker allowed her to. While she had never outright revealed her nature to Rokuro, the man was blind, not dumb, and there was no doubt in her mind that after her disappearance, he'd put two and two together. The sun began to climb higher and higher, and Naoko began to worry that something had happened, but eventually what she had waited for began to unfold, and Sako Rokuro slowly walked into the terrace. Naoko's face fell at seeing just how much older the man looked, and how much he struggled just to walk. He was clearly in need of a caretaker, and she knew that with the money she'd left at the shrine, he could afford one. That he was here without one meant he was either stubbornly refusing to get one, or more likely he had acquired one, but chose not to use them for his visit to his garden. As much as it pained her to see him without, Naoko was quietly relieved, as she'd not be able to stay long if he had. Confident that she'd remain unseen, she stepped out from her hiding place to get a better view, being especially careful so as not to make a sound that Rokuro's keen ears would pick up. She watched in silence as the old man meditated for several minutes, before silently sweeping all the money Naoko had left on the shrine into his pocket, and replacing it with a small vase. Then, just as slowly as he'd entered, Rokuro eased his way out. Naoko waited a few moments after he'd vanished before approaching the shrine and examining the clayware that had been left behind. Her fingers stiffly traced the kanji's outline but she'd known what it said even before she approached. She'd been had several names in her unlife. Okumura Naoko, the Fukushū No Umi No Seirei, the Peiru Jasutisu. But Nakidori would always be her favorite.
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