Dawn of Heroes II

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London, the capital of the United Kingdom and the centre of the British Empire. A thriving city...
Origins I
Location
Southampton, Great Britain
Pronouns
He/Him
In 1920, the supernatural and extraordinary returned to the world. Magic stopped being a thing of myth and legend as it slowly returned while individuals found themselves manifesting superhuman abilities. With their new powers, some became heroes, others became villains and some blurred the line or just got on with their mundane lives.

That was four years ago. Humanity has always been good at adapting to new and unforeseen circumstances and so the world adjusted to account for superheroes, supervillains and superpowers. Superpowered crooks and thugs established a new order in the underworld, often overthrowing the old in the process. Heroes rose to the challenge and fought both supervillains and regular criminals, doing so with or without powers of their own.

Seeking to retain their legitimacy and authority as superpowers grew increasingly common, national governments began to draw these empowered individuals in 1921 and at the start of 1924, every government had some super powered individuals at their disposal. These so-called superheroes blurred traditional lines as they answered to the law over morality and governments would often take in criminals or other individuals of a more villainous bent. In many cases, morally upright vigilantes would clash with the not so heroic 'superheroes' that answered to the legal authorities.

A prominent example of this was in Great Britain. While the British government gathered several superheroes into their Kingsmen, the heroism of every member was questionable at best with the sole exception of their leader, the Fairy Knight. Meanwhile several vigilantes had formed the Order of the Round Table, superhero organisation designed to invoke Arthurian symbolism and whose members hold themselves to what is right over what is legal.

This brewing conflict would come to a head in 1923 where the callous imperialism of the British Empire caused an open fight between Britannia of the Kingsmen and Galahad of the Round Table. Under orders from her handlers, Britannia attempted to violently deal with Irish protesters who continued to baulk at British rule. She found herself fighting Galahad who opposed her government-backed murder of civilians.

Weeks later, the two would clash again in Africa, where Galahad stopped Britannia from exterminating a village that was resisting British rule that was becoming increasingly firmer and harsher. Then it would spread beyond Britannia and Galahad as the Witchfinder was beaten senseless by the Round Table after the government instructed him to uncover their secret identities while Fairy Knight's former apprentice, the Sapphire Squire fought Lady Morgan in the streets of London.

As the new year rolls around and the number of super powered individuals continues to rise, conflict between the government and the country's vigilantes becomes increasingly likely. While other nations suffer their own unrest, the empire on which the sun never sets has battlelines between those who seek to use superpowers to enforce its rule and those who seek to do what is right.

***​

Born to fling that an officer in the Royal Navy had with a native woman in Samoa during his time in Polynesia, Kamea Armsworth was taken home with her father after deciding that he could provide her with a better life than her mother. Brought to Lyndhurst by her father, she was raised by her stepmother alongside her half-siblings.

Kamea grew up helping around the family…
[] Farm.
Kamea assisted her family around their farm, doing some manual labour in the fields and helping look after their animals amongst other things. Strength and Stamina increased. Athletics and Perception increased. Gain Animal Empathy.
[] Pub. Kamea lent a hand around the pub despite her youth, befriending the regulars and learning how to pump information out of them. Dexterity increased. Insight and Persuasion increased. Gain Connected and Contacts.
[] Shop. Kamea would aid her mother and siblings in running their family shop, learning how to assess potential customers and convince them to buy their goods. Presence increased. Deception, Expertise: Business, Insight and Persuasion increased.

Yet while her family accepted her for who she was, everyone else was a different story. As she grew up in Lyndhurst, Kamea found herself being unfairly judged for her looks, sex and parentage. All things she had no control over and yet they were all things that she was judged
over. Nevertheless, Kamea strove to ignore them and with the support of her family, she did her best to live a full life.

When she had the spare time, Kamea would spend it… (Pick three)
[] Studying the world and history. The legends and tales of the past always excited Kamea and she would spend hours with her nose in a book if she could get away with it. Intellect increased. Expertise: History and Expertise: Politics increased.
[] Playing sports with her half-siblings and their friends. Joining in the games of her half-siblings, Kamea grew up to be athletic and physically impressive beyond what she would otherwise be. Strength, Stamina and Agility increased. Acrobatics and Athletics increased.
[] Seeking out the friendship of others. Despites the prejudices that she suffered, Kamea enjoyed the company of others and would attempt to befriend those that she could, improving her social skills greatly in the process. Presence increased. Deception, Insight and Persuasion increased.
[] Avoiding those who bullied her. Kamea would do her best to avoid those who would pick on her for the way she was born, learning how to Awareness increased. Insight, Perception and Stealth increased.
[] Learning about science and technology. Kamea found herself fascinated by the wonders of science and technology, learning what she could about it and gaining a deft hand when it came to it. Intellect increased. Expertise: Science and Technology increased. Gain Inventor.
[] Spending time in the forest. With the New Forest right at hand, Kamea would spend plenty of time in it as she enjoyed nature and going on short adventures. Agility increased. Acrobatics and Perception increased. Gain Favoured Environment: Forest and Tracking.

***​

First of all, no plan voting. There will be plan voting in the future regarding character growth, but right now, Kamea's character is still in flux. With that in mind, I want to encourage people to join it by letting them pick whatever they want without having to worry about picking a plan. So if you just want to vote for the family business or a single growing up option, feel free.

This quest will be a superhero quest set in 1920s New Forest and will be run using Mutants and Mastermind 3rd Edition. I was inspired to run it by this quest over here and taking a cue from it, I decided to run a semi-sequel quest to my old superhero quest where we are in the same setting, but following a new budding superhero.

The character's name, origins and powers are decided, but aspects of their background are undecided so while you won't be choosing Kamea's name or powers, you can choose what her family does and what things she did growing up. And no, I won't be telling you what her powers are before this vote is over. It will deny you the chance to min-max, but I'm okay with that because narrative, Kamea didn't know what her powers would be when she choose what she did growing up.

Beyond punching criminals and stopping conventional supervillains, politics will be prominent, especially regarding the British Empire and its future. The British Empire was not a moral thing, but it was popular and supported by the British public in this period despite its atrocities and waning power. It was also enforced and upheld by the government, who have grown worse after getting access to super powered individuals of dubious morals.

I feel this leads to some interesting situations to explore such as if someone who fights against an imperialist power via breaking the law and battling the government is a villain or if someone who works for the government and upholds the laws of a colonial empire is a hero or not. The British Empire is popular and seems strong, but its power is waning and that leaves the question of whether British superheroes should try to save it? Or should they let it collapse and salvage what they can? Is there anything worth salvaging? Perhaps it might be more moral to help bring about its downfall.

Furthermore, in the time skip between this quest and the last one, this is all coming to a head as the government-backed Kingsmen and the vigilante Order of the Round Table begin to clash over their differing morals. While she won't involve Kamea straight away, she will eventually have to make a choice on how to deal with an increasingly tyrannical government as its false 'heroes' clash with the true heroes in the country.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Characters
Hero

Nimue

Name: Kamea Armsworth
Age: 18
Gender: Female
Points: 120/120 PL8

Powers

Size Change (Genetic-Size): 8 Point Power Array with 1 Alternative Effect.
-Increase Size: Growth 4 (15ft/4m, total of +4 Strength and +4 Stamina, mass of 1600kg, -2 Dodge & Parry, -4 Stealth, +2 Intimidation)
-Reduce Size: Shrinking 4 (3ft/1m, total of -1 Strength, mass of 6 kg, +2 Dodge & Parry, +4 Stealth, -2 Intimidation)
Nature Rebirth (Genetic-Nature): Immortality 4 (2 Days), Limited to touching the ground or ocean.
Nature Body (Genetic): 11-Point Array with 2 Alternative Effect
-Water Body (Water): Permanent Insubstantial 1 (Water), Swimming 5 (16 MPH), Regeneration 2 (Medium (Water))
-Plant Body (Plant): Noticeable Immunity 3 (Sleep, Starvation, Suffocation), Movement 2 (Trackless, Limited to Plant Life), Movement 1 (Swinging), Regeneration 5
-Stone Body (Stone): Noticeable Immunity 7 (Life Support minus those covered by Aquatic), Noticeable Impervious Toughness 5, Regeneration 2 (Source (Earth))
Aquatic (Genetic-Water): Immunity 3 (Cold, Drowning, Pressure), Movement 2 (Environmental Adaptation: Aquatic, Water-Walking), Senses 1 (Low-light Vision), Enhanced Advantage (Favoured Environment: Aquatic)
Nature Manipulation (Genetic): 9-Point Array with 1 Alternative Effect
-Elemental Creation (Nature): Create 8 (Nature, up to 7m3 or Toughness 8), Variable Descriptor, Permanent, Proportional
-Elemental Shape (Nature): Transform 4 (one nature element to another, up to 6kg at once), Variable Descriptor, Permanent

Abilities

Strength: 2 (4/-1)
Stamina: 2 (4/0)
Agility: 4
Dexterity: 2
Fighting: 1
Intellect: 4
Awareness: 2
Presence: 4

Defences

Dodge: 4 (2/6)
Fortitude: 3 (7/3)
Parry: 3 (1/5)
Toughness: 2 (6/2)
Will: 3

Attacks

Initiative +4
Unarmed +1: Close, Damage 2 (6/1),

Skills

Acrobatics 8 (+12)
Athletics 4 (+6 [+10/+5])
Deception: 2 (+6)
Expertise: Pub Worker 2 (+6)
Expertise: Science 4 (+8)
Insight 5 (+7)
Perception 4 (+6)
Persuasion 5 (+9)
Stealth 1 (+5)
Technology 4 (+8)
Treatment 1 (+5)

Advantages

Attractive: +2 circumstance bonus on Deception and Persuasion checks based on your looks.
Connected: Call in assistance or favours with a Persuasion check.
Contacts: Make an initial Investigation check in one minute with access to contacts.
Favoured Environment (Forest): +2 Circumstance bonus to attack checks or active defences in a Forest environment
Inventor: Use Technology or Expertise: Science to create temporary devices
Tracking: Use Perception to follow tracks.

Complications

Doing Good: Kamea simply wishes to do the right thing, seeking to be a hero to help others and do good deeds.
Justice: Kamea wishes to see justice dealt out, ensuring that innocent are protected and the guilty are punished even if it means acting before the law.
Prejudice: Between her skin, sex and birth, Kamea is a victim of prejudice and bigotry, both passive and active.
New Forest
Known Heroes and Heroic Organisations

Known Villains and Villainous Organisations

Known Civilians and Neutral Organisations

Retired naval captain, husband of Rosemary Armsworth and father to Kamea Armsworth and her half-siblings. Currently owns The Forester as family-run pub in Lyndhurst.
Wife of Frederick Armsworth, stepmother of Kamea Armsworth and mother of her half-siblings. Currently works as the cook at The Forester.
Third oldest of the Armsworth siblings. Currently works as a waitress and assistant cook at the Forester. Preparing to attend university during the next school year.
Oldest of the Armsworth siblings. Currently away at the University of London, learning to be a teacher.
Second oldest of the Armsworth siblings. Currently away at the University of Cambridge, learning to be a lawyer.

British Isles
Known Heroes and Heroic Organisations

Known Villains and Villainous Organisations

Known Civilians and Neutral Organisations


World
Known Heroes and Heroic Organisations

Known Civilians and Neutral Organisations
 
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World
Europe

British Empire
1st January 1920 - Fairy Knight is exiled to the mortal world from the Kingdom of the Faeries.
9th February 1920 - Fairy Knight defeats Sam Carson of the White Devils and the gang leader is captured by the rival criminal organisation, the Golden Order.
9th March 1920 - Windstrike attempts to assassinate Fairy Knight on the behalf of the Consortium.
21st March 1920 - Fairy Knight defeats Windstrike with the latter being arrested by the police.
24th April 1920 - Fairy Knight crashes Anna Lucas's party with the latter and several of her subordinates being arrested at the end of the fight.
6th August 1920 - Fairy Knight stops the Squirrel.
4th-18th September 1920 - Fairy Knight fights Templar, ending in Templar's defeat and arrest by the police.
4th-11th December 1920 - Fairy Knight takes on Sapphire Squire as her sidekick and they fight Redcoat together.
5th February 1921 - Fairy Knight and Sapphire Squire begin their campaign to bring down the Royal Ravens.
16th February 1921 - Fairy Knight kills Allen Baxter.
25th February 1921 - The Regal Ravens break off from the Royal Ravens.
18th-19th March 1921 - Fairy Knight and Sapphire Squire battle Druid and Bull over the night.
7th April 1921 - Fairy Knight and Sapphire Squire team up with Sturmschwert to fight Eisenfaust and the Consortium.
13th June 1921 - Fairy Knight and her squires are ambushed by the Shrouded Scions, resulting in the former fleeing after losing the fight.
20th June 1921 - Fairy Knight and her squires fight against Apex and members of the IRA.
28th June 1921 - Fairy Knight accepts the British government's offer of employment.
1st August 1921 - After a weekend of negotiations, Fairy Knight is employed by the British government on its new state-sponsored hero team, the Kingsmen.
3rd August 1921 - The United Kingdom of Great Britain and Ireland announces the formation of the third state-sponsored team of heroes called the Kingsmen. Its founding line up consists of Fairy Knight (team leader), Imperial Lion, Longbow and Spider.
7th August 1921 - Fairy Knight is given the identity Tara Lane and the title Baroness of Winfield.
19th September 1921 - Fairy Knight and Imperial Lion engage Apex and members of the IRA. Several IRA operatives are captured or killed, but Apex escapes.
29th September 1921 - The Kingsmen engage and capture Apex, concluding an investigation that stopped series of bombing attempts by the IRA and gutted IRA operations in London.

12th January 1924 - Nimue gains her powers
17th January 1924 - Nimue goes on her first outing as a vigilante.
1st May 1921 - The Weimar Republic announces the formation of the first state-sponsored team of heroes called the Wonder League. Its founding line up consists of Talent (team leader), Peregrine and Blackwing.
1st August 1921 - The French Third Republic announces the formation of the second state-sponsored team of heroes called the Knights of Marianne. Its founding line up consists of Knight Errant (team leader), Red Musketeer, Ranger and Nightstalker.
1st January 1922 - The United States of America announces the formation of the fourth state-sponsored team of heroes called the Patriots. Its founding line up consists of Super-Soldier (team leader), Paragon, Lady Liberty, Ironside, American Eagle, Stripes and Freedom.
 
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Origins II
[X] Pub. Kamea lent a hand around the pub despite her youth, befriending the regulars and learning how to pump information out of them. Dexterity increased. Insight and Persuasion increased. Gain Connected and Contacts.
[X] Playing sports with her half-siblings and their friends. Joining in the games of her half-siblings, Kamea grew up to be athletic and physically impressive beyond what she would otherwise be. Strength, Stamina and Agility increased. Acrobatics and Athletics increased.
[X] Learning about science and technology. Kamea found herself fascinated by the wonders of science and technology, learning what she could about it and gaining a deft hand when it came to it. Intellect increased. Expertise: Science and Technology increased. Gain Inventor.
[X] Spending time in the forest. With the New Forest right at hand, Kamea would spend plenty of time in it as she enjoyed nature and going on short adventures. Agility increased. Acrobatics and Perception increased. Gain Favoured Environment: Forest and Tracking.

You are Kamea Armsworth and until your eighteenth birthday, you were an ordinary girl. Well, as ordinary as you could get with the wrong skin colour and a mother who everybody knew didn't give birth to you. In any case, you were an regular kid who went to school like everyone else and then helped out at the family pub during your teens.

Lacking friends of your own, you played sports with your half-siblings, joining the games that they held with their own friends. Their friends won't associate with you on their own, but they were happy enough to accept you when you were tagging along with one or more of your half siblings. It wasn't friendship by any means, but it certainly beat being lonely.

The games tapered off as you grew into adulthood, partially because folks left the area for education or work or because it became less acceptable to do sports as a young woman. Playing about as a kid was one thing, but other people started expecting you to act your age and be a proper lady whilst simultaneously denying you could ever be a proper lady based on who gave birth to you.

There was one constant in your life that never wavered throughout that years and that is the forest. Thanks to living in Lyndhurst, it was trivial to slink off into the forest when you had the free time. You had to come back sooner or later for meals and do your chores, but nobody gave a rat's arse about a New Forest girl spending time in the forest. You enjoyed being out in nature, sometimes with a family member, but usually on your own. People and society judged you, but the trees and animals did not. How could they? It wasn't like nature cared about your skin colour or what was between your legs or if your parents were married, you are just another human in the tamed wilds.

You explored the forest, ran about the hills, trees and streams. You learnt about the environment and what it held. By the time you turned eighteen and gained your powers, you knew the New Forest better than any cityfolk and better than most in Lyndhurst.

Of course, it wasn't just nature and the great outdoors. This century was one of progress and innovation and you made sure to learn all about it. The light of science drove out the darkness of ignorance and you made sure to bask in its light as you did what you could to learn about the latest discoveries and inventions. It wasn't easy, but you picked up plenty of books and articles over the years to amass enough knowledge to try your own hand at minor creations. Nothing major and nothing especially useful, but it was a start.

Unfortunately, you had the double whammy of being both the wrong sex and the wrong race when it came to higher education. Perhaps if you just had the wrong genitals or the wrong skin colour, but as things were, no university would be willing to admit you. Not like Miranda or Robin, who were already away studying at university or like Rebecca, who would be going away for her own studies after the summer.

If you wanted to further your forays into science, you would need to do it self-taught or be lucky enough to find someone who would be willing to teach you outside of a formal institution.

Maybe your newfound powers could help with that, but you wouldn't bet on it.

***​

Your eighteenth birthday was a quiet affair despite it being a milestone for you. You lacked any true friends to attend while both Miranda and Robin were away at university and your extended family didn't like you enough to go to the effort of attending. So it was just the four of you as Rebecca and your parents joined you in celebration.

Things went well enough at first, but by the afternoon, the unwell stomach and headache of the morning had grown from being mild and barely noticeable to nauseating. It had gotten to the point that your family had started to notice and you beg off their concerns by saying you were going for a walk in the forest, to clear your head and get some fresh air.

To your frustration, a walk didn't help at all as things continued to worsen and perhaps of all, you were out alone with nobody around to help. With a constant undertone of pain, you had slumped against a tree and were on the verge of emptying your stomach when your powers manifest.

Your body changes and it feels wonderful, the pain disappearing as your physical form shifts from flesh, blood and bone to water. Water that unnaturally keeps to the shape of your body.

"What the…" you start as you stare at your own hands, in shock at what has just happened, "Okay, this is…either cool or terrifying."

Getting back to your feet, you find that the pain is gone and looking down at yourself, you find that you have apparently turned into moving water, clothes and all. Deciding to test your next form, you do a backflip and your body moves as normal.

"I'm going to go with cool," you decide after doing another couple of acrobatic tricks to ensure the first wasn't a fluke, "Still, this is going to be hard to explain to everyone else. Wait, what if- it works!"

Just by thinking about it, you find yourself turning back to normal, your body returning to its normal flesh and blood self while your clothing becomes its regular materials. And yet the power isn't gone, just waiting for you to tap into, alongside a greater well of power that you have only just noticed, something within you that either just came into existence or you only just gained access to.

You spend the better part of the next hour testing out that internal well of power, seeing all that it can do. In addition to your water form, you can also turn into a plant person or become solid stone and all three forms let you move about as easily as you do in your regular body. In the case of your plant body, you can even move around more easily as you walk through the forest with no tracks left in your wake and you can shoot these vines out of your arms that let you swing from branch to branch.

And that isn't the end of it. You can even control the elements of the bodies that you turn into it and you don't even need to be transformed to it. You can shape the earth, grow plant life, warp wood and even create water shapes out of thin air. Not much, but what you do stays behind though you take some time to tidy up your enthusiastic experiments.

Finally, there is your size. You are above average for a lady, about as tall as your average man, but these new abilities let you grow so much taller. In fact, you grew over twice your height at what you estimate to be around fifteen feet tall at the maximum. And it isn't just height on its own as you feel both stronger and tougher whilst bigger though you also find yourself to be more cumbersome at the same time.

And it goes in the other direction too as instead of growing larger, you can become some kind of kid-sized adult. You aren't quite sure what that is useful for, but it could be good for hiding. Being able to become the size of a kid opens up a lot more hiding spots should the need ever arise.

Nevertheless, you do need to return home before your family begins to worry. They are used to you being out in the woods, but you left the house feeling sick and it is your birthday so they'll be expecting you back sooner rather than later today.

Hopefully the walk back home will give you enough time to figure out whether or not to tell them about the fact you are now quite literally a freak of nature.

No plan voting.

Who does Kamea tell about her powers? (Pick one)
[] Nobody.
Kamea decides to keep knowledge of her newfound powers to herself, letting no one know her secret identity.
[] Her sister. Kamea decides to share knowledge of her newfound powers with her sister, Rebecca.
[] Her parents. Kamea decides to share knowledge of her newfound powers with both of her parents.
[] Her whole family. Kamea decides to share knowledge of her newfound powers with her entire family.

What is Kamea's motivation for becoming a superhero? (Pick one)
[] Acceptance.
Kamea seeks to gain acceptance from society even if it means doing so with an alter ego rather than her true self.
[] Doing Good. Kamea simply wishes to do the right thing, seeking to be a hero to help others and do good deeds.
[] Justice. Kamea wishes to see justice dealt out, ensuring that innocent are protected and the guilty are punished even if it means acting before the law.
[] Patriotism. Despite everything, Kamea cares about her country, where home and family are and where she grew up, and seeks to serve it and her people.
[] Recognition. Kamea wants recognition for her deeds, even if it means receiving it under an alter ego rather than her true self.
[] Responsibility. Kamea feels obligated to be responsible with her powers by using them for the greater good.

***​

Okay, Kamea gets her powers on her eighteenth birthday and tests them out in the secrecy of the woods. As for the vote, you will be choosing her secret-keepers and her motive for being a superhero. The next update will cover her name and costume before we move out of the character creation phase of the quest and onto Kamea's first outing as a vigilante superhero.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Origins III
[X] Her whole family. Kamea decides to share knowledge of her newfound powers with her entire family.
[X] Doing Good. Kamea simply wishes to do the right thing, seeking to be a hero to help others and do good deeds.
[X] Justice. Kamea wishes to see justice dealt out, ensuring that innocent are protected and the guilty are punished even if it means acting before the law.

As you make your way back to your home on the outskirts of Lyndhurst, you think about what you are going to tell your family. A strong part of you just wants to keep silent on the matter and you are definitely tempted to do just that. Yet at the same time, it is your family and another part of you is just straight up uncomfortable with lying to them. They have done right by you even when they could. Mum might not be the woman who gave birth to you, but she has treated you no differently for it. Your siblings might only be your half-siblings, but they treated you just the same as they treated each other.

No, as alluring as it is to just keep your new abilities unknown to anyone else, you can't lie to your family about something this major. Not to mention that you need to explain why you are suddenly feeling better.

"Mum! Dad!"" calls Rebecca as she looks out the window as you approach the house, "Kamea is back!"

"Kamea!" calls Mum a few moments later, throwing open the door for you just as you reach it, "Are you okay, honey?"

"I'm feeling better," you answer, "I've got something to show you, but we should do it inside away from prying eyes."

"Are you sure you are okay?" asks Mum with a look of concern as you enter the house.

"Yes, it is just easier to show than tell," you tell her as you watch her close the door behind you.

"You do sound and look less ill," notes Dad from his chair in the living room, "But you aren't exactly being reassuring."

"Trust me, you'll understand why in a moment," you assure him as Rebecca and Mum join the two of you in the living room, "Look ,just watch me."

And with the attention of all three, you transform into your water

"What the-" starts Dad while Mum gasps and Rebecca just stares at you.

"Pretty cool, right," you say as you grin back at them, "There is more too."

You switch to your stone form, the water making up your body converting into solid yet somehow flexible stone and then after waiting a couple of seconds to take on your third and final form. Changing into your plant form is a bit different from the other two as while you become pure water and stone in those, your plant body is a bit more varied. Your skin becomes green, but your clothing and hair become leafy foliage that has more than a few colourful flowers across it.

"Kamea, what is this?" asks Dad after a moment of silence.

"I'm not actually sure," you admit sheepishly, "I got the ability to do this after I stopped feeling sick so I think it had something to do with how I was feeling earlier."

"Or your eighteenth birthday," says Rebecca, "That's today and it seems significant enough that it could have something to do with…this. Can I touch you?"

"Sure," you reply, "I'm still me except I think I'm a plant now?"

"Okay," says Rebecca as she reaches out and takes your hand, "Huh, you feel normal even if you are green and leafy. I wonder if…"

"Hey!" you yelp as your sister reaches out and plucks a flower off your arm.

"Sorry!" Rebecca yelps back, "Did that hurt?"

"No, but you just picked a flower off me," you reply, feeling indignant over it.

"Rebecca, don't…pluck…your sister," says Mum, sounding unsure of the words coming out of her mouth.

"Sorry," says Rebecca again before grinning at you, "Wow, Kamea, this is pretty cool."

"I know," you agree, grinning right back, "I can also do this."

And with that, you shrink down, startling another yelp out of your sister.

"Kamea, you're a midget now," says Rebecca as she stares down at you and you stare up at her.

"I can do the opposite and grow bigger, but the house is too small to show that off now," you tell her and your parents before switching back to your normal human self whilst still shrunken, "As far as I can tell, my nature bodies and my size changing are two independent-hey!"

As you speak, Rebecca scoops you up, easily lifting you off the ground.

"You're so cute, Kamea," says Rebecca, "You're like a little kid!"

"I'm still an adult, just smaller," you protest pouting at your sister.

"That's enough, Rebecca," says Mum, "Your sister must be going through a lot and you shouldn't-"

"Catch Mum!" calls Rebecca as she tosses you to Mum, who freezes up at the sight of you flying through the air at you.

Thankfully you are not helpless in this situation as you shift into your water body and turn yourself into a spray of water that soars past your mother. You crash into the ground behind her, but it is thankfully just awkward and disorienting rather than painful. Getting to your feet with swaying, sloshing motions, you change back to normal.

"Rebecca, you will be handling all of the dishes tonight," snaps Dad as your father rebukes a shamed Rebecca, "Your sister's new powers might be exciting, but that was out of line and could have gone a lot worse."

"Right, I overacted," says Rebecca with an embarrassed face, "Sorry Mum, sorry Kamea."

"Just don't give me any more heart attacks," says Mum, a hand on her chest, "I've had enough excitement for one afternoon."

"I'm fine," you say, "But one last thing, please don't tell anyone. I have it hard enough without people wanting me for my powers."

"Kamea is right," adds Dad as he looks sternly at Rebecca, "If folks out there knew she can do all this, they would want her and with the way other people like to already treat her, they will be far more willing to do more than just ask nicely. For both her sake and everyone else in our family, this remains a family secret. At least until things have gotten more settled. Our country has fallen a lot since my time serving it."

***​

The rest of your birthday goes smoothly and you take advantage of your new abilities to pull an all-nighter. You now only need some light to see clearly and testing your new body reveals that neither your plant or stone bodies need to sleep. So you turn into a plant, grab a few books and sneak off into the forest to spend the night reading under moonlight. You won't be able to do this every night, but it is your birthday and the shine of your powers is still new.

It also gives you the chance to clear your head. Vigilantes have been a thing since around the start of the century and extraordinary abilities like your own have become increasingly common since the start of the decade. Still rare enough that you have never personally met someone with them, but you have seen Galahad flying overhead from time to time.

You have a hankering for justice and helping others. It might be boastful to claim so, but you fancy yourself a kind person who cares for others and you have unfairly suffered enough that you would like to reduce the amount of it in the world. You have your powers for a reason and while you might not know that reason, you do want to use them for good.

And that means joining the ranks for the British Isles' vigilantes.

Being a vigilante means picking a name to call yourself lest the public or press pick one for you. And more importantly, it means having a costume to inspire the public, strike fear into your enemies and, most pressingly of all, conceal your true identity. For you, that is especially important as you already stand out enough. There aren't that many people in the New Forest in the first place and you are the only Polynesian girl that you know of.

Pick a name for Kamea's superhero alter ego. (Choose one)
[] Roseia
[] Searosa
[] Oceania
[] The Lady of the Lake
[] Nimue
[] Freya
[] Write-in

What costume does Kamea use for her superhero activities?
[] Write-in

***​

Here we have the family's reaction. Hopefully it was entertaining to read. Beyond that, we have the final stage of character creation where Kamea picks her superhero name and costume. I put a few possible name options, but the costume vote is going to be pure write-in because I can't think of any good ideas to put as default options.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
First Outing I
[X] Nimue
[X] A green hooded robe, high comfortable boots, gloves, and a wooden mask that completely hides her face.

After bandying about a few ideas, you eventually decide upon Nimue, a name for the Lady of the Lake in some of the Arthurian tales. It suits you reasonably well and it lacks the pretensions of naming yourself after some pagan goddess like you were considering as an alternative. Not that Gaia is a bad name, but you don't feel it fits you.

Next up is your costume and for this, you got the assistance of Mum and Rebecca. Well, you went to Mum and she made Rebecca do the sewing as a punishment for her behaviour. In any case, you got yourself a hooded robe in forest green to conceal your body, sewn together by Rebecca, while you use your powers to forge a wooden mask to cover your face. A pair of proper walking boots and work gloves round out the costume, leaving you with a distinct look that reveals nothing of who you are.

"You look like a proper hero in that," says Rebecca as she inspects the handiwork of your mutual efforts, "And if I didn't know better, I would have never guessed it is you under all that. I can barely see your eyes. Are you sure you can see out of that?"

"I can see just fine," you reply, "My vision is a little limited, but not so much that it gets in the way."

"As long as it doesn't lead to you getting hurt," says Rebecca, "So, can you make some more strawberries for me? As a thank you for my hard work?"

"Technically, you did this as a punishment," you point out, but you call upon your powers to grow some fresh strawberries on the nearby potted strawberry bush that you grew a couple days ago, "Just make sure to keep it discreet. We don't need people questioning why we magically have fresh strawberries in the middle of winter."

"I know, I know," replies Rebecca with a roll of her eyes, but she smiles at me as she plucks one of the strawberries and plops it in her mouth.

"I should go and get changed," you say, "We'll have work soon and as cool as my new costume is, I can't exactly wear it to work."

"You could, but it would be a terrible idea if you want to keep your identities separate," points out Rebecca, "So we're pumping people for information today?"

"That's right," you confirm.

While you are far from The Forester's only staff, you are expected to help out at the family pub. Sometimes you help Mum in the kitchen, but other times you are serving customers at their tables. Today is one of the latter times and the two of you intend to butter up your regulars to get information on potential targets for you. Lyndhurst might be small compared to one of the big cities, but that doesn't mean it is free of crime or wrongdoers. You just need to find some leads to follow.

***​

"Looking for trouble, lass?" says John, one of the local butchers that supplies some of the meats we serve, "I can't say I recommend that."

"Don't be silly, John," you reply as you pass a glass of beer to him, "I'm not looking for trouble, I'm looking for things to avoid."

"If you want things to avoid, then stay away from the Irishmen in town," says someone else, "They're sketchy and up to no good and this isn't what folks say about you. You get a bad rap when you lurk about in the wrong place, but unlike you, it isn't just people thinking they are up to no good. These folk are Republicans though and through. They won't give a proper Englishman the time of day, but they'll treat continentals well enough."

"Samuel's right, kid," says another regular as he leans in, looking grim, "Sergeant Hicks wants to roll all up before they do whatever they're in town for, but his boss won't let him do so without evidence. Those Irishmen? Give them a wide berth if you can."

"I don't know about no Irishmen, but we do have at least one thief running about so make sure you have everything hidden away and locked up tight," says John before taking a long swig of his beer.

"I know about that, robbed me auntie and uncle out of house and home," adds someone with a solemn look despite the copious amount of booze he has consumed, "Not literally, but they lost all of their jewellery."

"Bah!" exclaims old man Steve, his face wrinkly and his hair thin and grey, "Forget thieves, you always have them running about any society. It is down damn anarchists that you got to worry about. Got their little hide out right across from Higgins' barber shop, just down the road you know. I keep telling Hicks that he needs to arrest them but that fool keeps telling me that they've done nothing wrong. Like being an anarchist isn't bad enough!"

"Look, Hicks and the rest of the coppers can't just arrest someone for what they believe in," says Samuel, "Don't get me wrong, I have no sympathy for any sort of anarchist, but it is just a bunch of kids, idiots and idiotic kids. The worst thing that can be done about them is drawing attention to their cause and giving them some actual grounds to complain about the government."

"Oh please, everyone has grounds to complain about the grownment these days," scoffs someone, "Whole country is going to dogs and God help us all."

"It is the government fault for no doing anything about those Africans and Asians," comes a grumble.

"But not you, Kamea, you are a good kid," John adds hastily, "You're one of the goods you know."

"And speaking about good ones, I need another bottle," calls Samuel as he waves his empty beer bottle in the air.

"Something right up, Sam," you reply, "I'll be

That has certainly been interesting and a productive use of your time. Between the thieves, the Irish and the anarchists, you have plenty of potential targets.

"Kamea, there you are," says Rebecca as she joins you, carrying a couple of finished plates with her, "You won't believe what I just heard."

"Irishmen or anarchists?" you inquire.

"What? No," replies your sister with a grin, "Those two weren't regular or even from town, they're new to Lyndhurst and have come all the way from London. Apparently things were getting too hot from them over there so they are setting up shop here."

"Setting up shop?" you repeat.

"They;re apparently part of some big shot criminal gang," says Rebecca excitedly, "And you won't believe what they were boasting about."

"Not guns or explosives, I hope," you say as you would rather not deal with those or have people running about with them in town.

"Even better, they are apparently making one of those drugs that gives temporary powers," Rebecca tells you, "I wasn't supposed to hear that, but one of them let it slip and then I played dumb."

You open your mouth to reply when Mum notices the two of you lollygagging.

"Kamea! Rebecca!" she shouts from the kitchen, "Back to work with the both of you!"

Armsworth sisters looking for targets.
Neither are trained in Investigation.
Substituting Persuasion at -5
Persuasion, DC 10: 14+14-5+2 = 25, 4 DoS
Persuasion, DC 10: 12+9-5+2+5 = 25, 4 DoS

Which lead does Kamea decide to follow? (Choose one)
[] She looks into dealing with the local thief problem.
[] She decides to investigate what the Irish are up to.
[] She chooses to deal with the anarchist hideout.
[] She chooses to deal with the drug dealers.

***​

Now that character creation is done, we are onto Nimue's first outing as a superhero. Using her connections amongst the pub regulars, Kamea has uncovered some potential leads, which is basically an excuse to give you some choice in who Nimue faces first.

Also Rebecca is shaping up to be a supporting character to Kamea. I sort of planned it, but she is slotting into that normal best friend helper role.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
First Outing II
[X] She chooses to deal with the drug dealers.

While the other options would be suitable targets for your first outing, you decide to go for the out of town power drug makers. They are easily the biggest threat out of the four options and you would rather not let them get established here in Lyndhurst anymore than you have to.

After finishing work, you throw on your costume and get to work tracking the path of the two men that Rebecca had spoken to. It isn't the same as tracking some through the forest, but you are able to wing it. It helped that the men made no attempt to hide where they were going. If they had, well, you don't think you would have been able to pull it off.

As you make your way through the village, you feel like someone is watching you, but whenever you pause to take a look, you can't spot anything. It must be your nerves playing tricks on you as the stress of your first public outing as Nimue gets to you.

Just like your family's pub, the house that the men return to is on the outskirts of town. Nothing out of the ordinary and you can't be sure that is their base of operations. It is entirely possible that the men have just gone home after a night of drinking, but even if that is the case, their home should contain some clues on their criminal activities.

You look for a way in, but the doors and windows are closed as befitting of the season. No need to let the warmth of your home escape during the chilly days and nights of winter. Nonetheless, it does make your job more difficult.

But that doesn't mean you are out of options as you fixate your gaze on the chimney. That is your point of entry if you can just find a way to get up there. Growing small for greater concealment, you summon a platform of floating water and step on it as ever since your birthday, you have just been able to walk on water. And while you cannot move the water platform, you can make another one and then another one, each stepping onto the new one as you use them as an improvised stairwell.

The water splats to the ground behind you when you release your control over one of the water platforms, returning to normal physics once you relax your grip on them. Still, you make it onto the roof just find and you switch to your water form to better fit down the chimney.

The journey down it is dark and dusty, but you make it to the bottom without difficulty even if you are a little dirty. Switching back to your human body, you look around and take a moment to be relieved that nobody else is in the room. Pausing as you take in your surroundings, you can hear three men arguing and recognise two of the voices as the men you followed back to this house.

Okay, at least one other man is here, which means that this is probably their base of operation. If there was a kid or woman here, you would be less suspicious, but three men living together on their own has to be shifty right?

Moving forward a bit, you look for a possible sign of their drug dealing ways and there! Some stairs leading downwards on the ground floor means a basement or cellar and you are willing to bet there are nefarious deeds going on down there. You try to sneak over, hoping to get across the living room and hallway without anyone noticing.

"Hey, who the 'ell are you?" says a startled voice as the conversation ceases and you freeze like a deer in the headlights.

"Goddamn it, it's one of those masks!" shouts someone as he pops the top off of a vial, "Don't let her get down to the lab!"

Switching to your stone body, you turn to face the three men in the kitchen, only to pause uncertainty as they make no move to attack as they each down a vial of something. This is your first fight and you aren't sure how to take it when your foes don't immediately attack you.

Nevertheless, you get over your surprise and hesitation as you charge at the closest of the three men. You swing at the man with a rocky fist and then promptly miss completely while he slashes you across the chest.

You let out a mixed grunt of shock and pain as it actually hits. You aren't bleeding, but the man hit you hard enough that you were injured. It certainly feels like you were injured and isn't that a surprise because you are literally made of stone right now.

As you struggle to process the shock, the other two men open fire on you and you feel confused by the fact they have guns. Why do they have guns? Those aren't allowed. Thankfully neither man hits you and you regain enough of your wits to switch things up. Being small might have been helpful with sneaking in, but now that a fight has broken out, perhaps the other end of the spectrum will be more beneficial.
"What the 'ell?" exclaims one of the men as you quadruple in size, going from one metre to four.

You would grown even bigger, but you are already pressing up against the ceiling and walls whilst having to hunch over a little. You follow it up with slamming a fist into the knife-wielding criminal, whacking him right in the chest and sending him fleeing to the other end of the kitchen. As their compatriot lands in a crumpled heap, the other two men exchange a look before one of them drops their pistol and charges you with a knife.

He easily strikes you, but the attack glances off of your stone form, creating sparks yet causing no damage to you. You catch him in the shoulder in turn, but the man takes its like a pro, wincing in pain yet remaining upright with a knife in his hand and a glare directed at you. You are vaguely aware of a bullet striking you right in the head, but it literally does nothing so you ignore it.

"Screw this!" yells the third man as he discards his pistol in favour of downing another of the vials while you and the second man square off.

He attempts to hit you again, but just like last time, the knife does nothing to your stony form even as he leaves himself exposed to hit you as hard as he possibly can. In exchange, you slam into the wall with a swipe of your arm, where he slumps against it and his knife falls limply from his grip.

Then the final of the drug dealers runs at you with a wild cry, slashing across the face before you can react. You cry out in pain and swing wildly at him, where he easily dodges under your oversized arm. He stabs at you and that along with a massive spike of pain is the last thing that you can remember as the world goes black.

***​

When you awaken, it is with a throb of pain and in an unfamiliar environment. You try to sit up and find your arms and legs chained up, limiting your movement. A quick check of yourself reveals three things, the first of which is that you are still in your stone form. At the same time, you have returned to your normal size while the injuries you sustained in the fight are still there.

Fortunately for you, your captors know little about your powers. Switching to your water body will let you slip these chains if changing size in either direction doesn't work. Your injuries are more troublesome, but one of your bodies should be able to take care of it given the chance.

A further inspection of your surroundings shows that you are in a bedroom of some kind. Changing into your water form, you flow out of the chains with ease and move over to the window. It is dark out, but there is still enough light for you to see as clear as day. You don't know this area that well, but it is fresh enough in your memory that you recognise the street outside as the one belonging to the house of the drug makers.

Okay, you lost a fight, but you have gotten free and you are still at the enemy's base of operations. You could call it a day and leave, but your targets know that you are after them and you doubt you will be able to catch them so off-guard in the future. The other option is to continue your investigation. You could try to resume the stealthy approach, but now that the men know you are here, you could opt for a more direct approach. You doubt that the men will be able to recover as quickly as you do so you should have the advantage in a second fight with them tonight.

What does Nimue do next?
[] She investigates with brute force.
[] She investigates with a stealthy approach.
[] She cuts her losses and leaves.


Tracking the drug makers.
Perception Check, DC 10: 8+6-2 = 12, 1 DoS

Noticing her company.
Perception vs Stealth: 10+6 vs 17+3 = 16 vs 20, ??? wins by 1 DoS.

Sneaking in.
Stealth Check, DC14: 7+9 = 16, 1 DoS

Looking for the workshop.
Perception Check, DC15: 11+6 = 17, 1 DoS

Getting in unnoticed.
Stealth Check, DC14: 1+9 = 5, 2 DoF

Initiative Checks
Nimue: 1+4 = 0
Criminal 1: 20+2 = 27
Criminal 2: 10+2 = 12
Criminal 3: 2+2 = 4

(Round 1)
Criminal 1 takes Apex Juice.

Criminal 2 takes Apex Juice.

Criminal 3 takes Apex Juice.

Nimue switches to Stone Body.
Nimue punches Criminal 1.
Unarmed Attack, DC14: 3+1 = 4, Miss

(Round 2)
Criminal 1 fights back.
Knife Attack, DC15: 19+2 = 21, Critical Hit.
Toughness Check, DC24: 9+2 = 11, 3 DoF = Staggered & -1 Toughness (-1)

Criminal 2 shoots Nimue.
Light Pistol Attack, DC16: 1+2 = 1, Critical Miss, Gun jams.

Criminal 3 shoots Nimue.
Light Pistol Attack, DC16: 4+2 = 6, Miss.

Nimue grows big.
Nimue punches Criminal 1
Unarmed Attack, DC14: 20+1 =21, Critical Hit.
Toughness Check, DC26:7+3 = 10, 4 DoF = Minion incapacitated.

(Round 3)
Criminal 2 moves with a knife Nimue.
Knife Attack, DC11: 12+2 = 21, Critical Hit.
Toughness Check, DC19: 19+5 = 24, 2 DoS = Unharmed

Criminal 3 shoots Nimue.
Light Pistol Attack, DC12: 11+12 = 13, Hit.
Nimue is impervious.

Nimue punches Criminal 2.
Unarmed Attack, DC14: 15+1 =16, Hit.
Toughness Check, DC21:20+3 = 23, 1 DoS = Unharmed.

(Round 4)
Criminal 2 goes all in.
Knife Power Attack, DC11: 15+2-2 = 15, Hit.
Toughness Check, DC21: 20 +5 = 30, 2 DoS = Unharmed

Criminal 3 over juices on Apex.

Nimue punches Criminal 2 again.
Unarmed Attack, DC14: 17+1 =18, Hit.
Toughness Check, DC21: 6+3 = 9, 3 DoF = Minion incapacitated.

(Round 5)
Criminal 3 charges in swinging.
Knife Power Attack, DC11: 15+3-2 = 16, Hit.
Toughness Check, DC23: 9+5 = 14, 2 DoF = Dazed & -1 (-2) Toughness

Nimue goes three for three.
Unarmed Attack, DC15: 9+1 =10, Miss.

(Round 6)
Criminal 3 charges in swinging.
Knife Power Attack, DC11: 20+3-2 = 21, Critical Hit.
Toughness Check, DC28: 1+4 = 0, 6 DoF = Incapacitated.


***​

So this update didn't go as I planned as I wasn't planning on Kamea losing her first fight. That said, you chose to go after the only group that was capable of hurting her while she is using Stone Body so I decided not to pull my punches. It isn't like you have been seriously impacted by this as Kamea has escaped her captivity with ease.

I also wasn't expecting that many crits, but I guess that is because I am used to a 2% chance of crits rather than a 10% chance. That said, it still feels like there were a lot of crits this turn.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
First Outing III
[X] She investigates with a stealthy approach.

You decide to continue with the stealthy approach. You are already here and you are here for a reason that has yet to be fulfilled. You might have lost one fight, but you are ready for another one and you doubt that your opponents will have recovered as well as you have. Switching to your plant body for a moment, you take a couple of minutes to recover, letting your current form regrow the damage inflicted upon you.

Once you feel as good as new, you switch back to your stone body and shrink down. It is easier to avoid detection in your smaller form while in the event you do get detected, you would rather not reveal the existence of your plant body or water body if you don't have. The longer your enemies don't know about those, the longer they will underestimate you.

You finally leave the bedroom you awoke in and the landing turns out to be surprisingly normal, just like the rest of the house. A little messy, but nobody comes pouncing out of any of the doorways. You cautiously make your way downstairs, carefully minding your own steps.

Yet halfway down the stairs, you pause at the sight of what you see. Because whatever you were expecting to find, it was not Rebecca sneaking into the house. The two of you make eye contact, but thankfully, she has just as much sense to not talk as you do. No need to risk alerting whoever else is in the house even if your sister is an idiot. As you reach the bottom of the stairs, Rebecca is waiting for you.

"What are you doing here?" you demand in a hissed whisper.

"I found to make sure you were okay," replies Rebecca.

"I'm fine," you reply, deciding not to mention how you lost your first fight and woke up in chains, "Are you going to leave now you know I am unharmed?"

"Hope," answers your sister and you glower at the grin she gives you.

"Fine," you concede after a moment, "Just stay out of any fights. I'm trying to sneak into the cellar."

"Got it," answers Rebecca and with that, the two of you set off.

You hear two men speaking in the kitchen, but you don't get close enough to properly pay attention. You can make out them talking about reporting you to their bosses, but nothing of relevance as you reach the downward stairs.

"There's a lock," mutters Rebecca into your ear as the two of you reach the basement door, "Got a plan to get around it?"

"The door is made of wood," you whisper back, "I don't need to worry about getting past the lock itself."

That isn't quite true, but you can manipulate the wood around the lock well enough to just bypass as the lock is no longer placed to keep the door from opening.

"After you," you tell Rebecca and she gives you a wink as she carefully makes her way down the stairs to the surprisingly well-lit basement.

You carefully relock the door as best you can before following your sister downstairs. Rebecca is already looking around the empty laboratory and, well, it is empty of people, but the room itself is full of equipment. You might not know what you are looking for, but you have enough knowledge to recognise much of the scientific equipment lying about the room.

There are wooden work benches with glass containers and mixing equipment. There are desks covered in papers, only some of them written on while the others have yet to be used. You spot some journals and books, even recognising the titles of some of the latter.

It takes you a few minutes to read some of the written material in the workshop, but as you do, a picture begins to form. This is a minor operation of a much larger organisation called the Eternal Empire, a workshop out in the backwoods to avoid attention to supply their primary operations with a steady supply of a power-granting drug.

Apex juice is what it is apparently called and from what you can put together, it is in those vials that the men downed before fighting you. No laughing matter than given how it allowed them to take you down. And no, you aren't just being biassed due to getting defeated by them.

"Hey, Kamea," calls Rebecca and you wince at the usage of your real name.

"Don't use my actual name," you rebuke your sister as you turn in her direction, "Call me Nimue when I am in my costume."

"Right, masks," she replies, "Or is it capes and cowls these days?"

"I don't know and I don't care," you say, "Now is this important? I'm kinda busy looking at stuff over here."

"It is," says Rebecca excitedly as she looks down at a vial of weirdly-coloured liquid, a mixture of red, white and gold all at once with specks of blue and black, "They have some sort of special potion over here, one that gives permanent powers. Something unique that they got some from guys over on the continent."

"Wait, what?" you say as you think that over because Rebecca being herself aside, that is kind of big.

"Yeah, I think they stole it, but anyway, the note here says that they need to be careful with it," says your sister as she stares at the vial, "Apparently they are saving it for someone important. I want to drink it."

"What?" you exclaim as you just stare at your sister, who has apparently gone crazy.

"It says here that it will grant powers to whoever drinks it," says Rebecca as she looks over at you, "If I drink it, then these guys won't make another supervillain and we can both have powers of our own."

What does Nimue do?
[] She decides stop Rebecca from drinking the weird liquid that might do bad things to her.
[] She decides to let Rebecca drink the weird liquid that supposedly grants powers.

Getting downstairs unnoticed.
Stealth Check, DC14: 15+9 = 26, 3 DoS.

??? attempts to sneak in.
Stealth Check, DC14: 16+2 = 26, 3 DoS.

Sisters sneaking into the workshop.
Stealth Check, DC14: 8+9 = 17, 1 DoS.
Stealth Check, DC14: 19+2 = 21, 2 DoS.

Sisters investigate the workshop.
Perception Team Check DC15: 19+6+2 = 27, 3 DoS.
Perception Team Check, DC10: 13+2 = 17, 2 DoS.

Making sense of what you find.
Intellect, DC15: 17+4+2 = 23, 2 DoS.

***​

Okay, so Rebecca has shown up though as a meta explanation, I had planned for her to go looking for the guys who give powers even if you hadn't. It just happened that you voted to also go looking for them.

Anyway, Kamea isn't happy about Rebecca being her, but since she doesn't want to risk a loud, angry argument with her, she is letting it slide for now to maintain stealth. Anyway, Kamea has been looking for clues on who these guys are while Rebecca has found the big jackpot for narrative drama.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
First Outing IV
[X] She decides to let Rebecca drink the weird liquid that supposedly grants powers.

Part of you thinks that it is a stupid idea to just drink a random vial of liquid you've found in a secret criminal laboratory just because it might give you some powers. On the other hand, Rebecca is an adult like you and can make her own decisions. If she wants to do something foolish like this, well, you doubt it will kill her. You'll really be kicking yourself if she does come to harm, but your sister can make her own choices.

"Fine, go ahead," you reply, "I'm not going to stop you."

"Great!" exclaims Rebecca as her face lights up and you wince at the loudness of her response, hoping that nobody upstairs hears you.

That said, there is something more to this as Rebecca eagerly unplugs the vial and downs its contents. You think about what Rebecca has said and done since your birthday. You know that she had something of an interest in superheroes and supervillains for a few years now though Rebecca never made a big deal out of it. And then there is how enthusiastic she reacted to you revealing your powers to the point she was more excited about them than you were.

Then she was gung-ho about helping you find leads combined with following you out here. She's jealous. Sort of. You don't think she has anything against you, but Rebecca wants powers of own. She might be willing to accept fulfilling her dreams of being a superhero by living vicariously through you and helping you out from the sides, but your sister wants to be a superhero.

And so Rebecca is willing to drink a vial of unknown liquid in the middle of a criminal laboratory because she wants superpowers of her own and to be a superhero in her own right. Then as you are processing all this, Rebecca lets out a very unladylike curse as she begins to cough while her body starts convulsing.

"Rebecca!" you cry as you rush over to her, catching her falling form before it can hit the ground.

You freeze, unsure of what is wrong with her as her body writhes in your grip and you find yourself hoping that her action didn't backfire like you feared it would. Then after a moment, you get a hold of yourself and you do some basic health checks that you picked up over the years.

Okay, your sister seems fine-ish. She is out cold and still twitching, but her pulse and temperature are normal. Nor can you spot anything else out of the ordinary. Rebecca just seems to be unconscious, nothing more.

You are going to call this a night. You got some information on who these guys are and Rebecca has drunk their special power potion. Now your sister is out cold and needs to be taken away before the bad guys find her. You don't want them capturing her or worse, recognising her since they have already met her before.

Throwing Rebecca over your back, you carefully make your way upstairs and out of the front door. For a moment you worry that one of the men spots you as he glances into the hallway, but his eyes pass over you without recognition.

And with that, you are home free. Except for explaining this to your parents.

***​

Thankfully, Mum and Dad don't blame you for Rebecca's antics, instead holding your sister fully responsible. Speaking of your sister, she woke up in the morning with an exhausted body, pounding headache and what she could only describe as a well of power within her that she can't quite touch yet. Not without suffering enough pain to bring tears to her eyes and make her cry out anyway.

At least it looks like Rebecca's foolishness paid off. Hopefully she will be able to use her new power in time because it would just be cruel for her to come so close and just have them out of her reach.

For now, Rebecca is 'sick' as far as anyone apart from the four of you are concerned. Not that it will stop her punishment, just delay it as Mum and Dad have plans in mind for when she recovers.

In the meantime, you need to decide what you'll be doing next. You forced the power drug dealers to lay low for now, but there are other groups for you to deal with.

What does Nimue do next?
[] She waits to go after the Eternal Empire again. (Skip to February)
[] She decides to deal with the local thieves in the meantime.
[] She decides to tackle the local anarchist hideout.
[] She decides to investigate what the Irishmen are up to.

Kamea's Sisterly Insight
Insight Check, DC15: 20+7 = 32, 4 DoS.

Rebecca's Physical Reaction.
Fortitude Check, DC20: 5+4 = 9, 3 DoF.

Rebecca's Mental Reaction.
Will Check, DC20: 12+4 = 16, 1 DoF.

Diagnosing Rebecca's Health
Treatment Check, DC10: 6+5 = 11, 1 DoS.

Kameas sneaks out with a sleeping sister.
Stealth Check, DC14: 14+5-5 = 14, 1 DoS.

***​

So this update took about a day longer than planned, but a couple of days rather than just one isn't too bad. Anyway, the first outing is over and you have a choice of waiting until next month to keep going after your current targets or picking one of the other adventure leads to tackle in the meantime. The fall out of Rebecca drinking the power vial will be covered in the next update as I want something to cover in the next update.

For those wondering, if you had voted to stop Rebecca from drinking, you would have taken a persuasion check to stop her followed by physically trying to stop her if the persuasion failed.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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