Dawn of Heroes II

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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[X] Nimue
[X] Gaia

[X] A green hooded robe, high comfortable boots, gloves, and a wooden mask that completely hides her face.
 
[X] Nimue
[X] A green hooded robe, high comfortable boots, gloves, and a wooden mask that completely hides her face.
 
The vote is now closed.
Adhoc vote count started by Oshha on Jan 28, 2023 at 6:25 AM, finished with 18 posts and 7 votes.
 
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.
 
Just can't trust the Irish.
I don't like Anarchist, I don't like Drug dealers, I don't like theives.
I'm an open minded fella, I haven't complained about the protagonist. I can deal with them polynesian folks, monogamy's for me but as long as they don't polynese in front of children then I'll mind my own buisness. But the Irish are a step beyond civility.

[JK] She decides to investigate what the Irish are up to.
:V:V:V:V:p:p:p


[X] She chooses to deal with the drug dealers.
 
[X] She chooses to deal with the drug dealers.
apart from selling to criminals who knows what the side effects are.
 
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.
 
[X] She investigates with a stealthy approach.

There's no reason not to try a more subtle approach, we can always go back to face-breaking later if we're not lucky.
 
Sure? But I'm not sure what other major options there are beyond what is already in the vote.
I thought of controlling plants outside the house to draw their attention, then rlusing the diversion to investigate or ambush(or even use the plants to attack from hiding before going out herself). Will this be an acceptable write in? I assume she can control the plants through a window
Edit:I would also like to have her spend a bit of time in plant form to heal before rushing out, if she knows of that part of her powers
 
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I thought of controlling plants outside the house to draw their attention, then rlusing the diversion to investigate or ambush(or even use the plants to attack from hiding before going out herself). Will this be an acceptable write in? I assume she can control the plants through a window
It is a valid write-in, but I don't get how it is supposed to distract them or create a diversion. Growing a bunch of plants is going to alert them that something is up and put it harder to sneak past past them not less.
Edit:I would also like to have her spend a bit of time in plant form to heal before rushing out, if she knows of that part of her powers
That will happen whatever option you pick.
 
That will happen whatever option you pick
Oh great. Thatsone worry down.

I generally feel we have a pretty good chance of taking down all three in head on combat. But we didnt, and Kamea doesnt know the rolls like we do. She can probably see she was close though

She is characterised as a clever person, and she has a lot of intellect. So I think it makes sense for her, when head on confrontation failed, to try a more clever part b

I have a bunch of questions though
1)Can Kamea use an improvised weapon? She doesnt have any specific fighting skill, she has lots of strength and is far from pl limit, so it looks like a good way for her to improve
2)Can Kamea use her nature creations to create some stone weapon or something?
3)are there any hiding places in the room where she is?
l,
It is a valid write-in, but I don't get how it is supposed to distract them or create a diversion. Growing a bunch of plants is going to alert them that something is up and put it harder to sneak past past them not less.
but some heavy stuff falling from the sky will cause enough noise to draw attention. Coconuts would be cool because of Monthy Python reference but just stones will do fine.

Thinking of two plans rn. Either bait them out and block the door behind them with nature, or make noise to draw them into the room and hide in order to send them hunting
 
1)Can Kamea use an improvised weapon? She doesnt have any specific fighting skill, she has lots of strength and is far from pl limit, so it looks like a good way for her to improve
2)Can Kamea use her nature creations to create some stone weapon or something?
Yes.
3)are there any hiding places in the room where she is?
Some, especially when she is shrunk such as under the bed or in the wardrobe.
Thinking of two plans rn. Either bait them out and block the door behind them with nature, or make noise to draw them into the room and hide in order to send them hunting
Again, don't rely on the guards being idiots. If you alert them, their response won't be to abandon the workshop they are supposed to be guarding, it will be to guard it. They aren't some video game fools where you can just throw a rock and they'll go to investigate it without suspecting anything is wrong.
 
Again, don't rely on the guards being idiots. If you alert them, their response won't be to abandon the workshop they are supposed to be guarding, it will be to guard it. They aren't some video game fools where you can just throw a rock and they'll go to investigate it without suspecting anything is wrong.
Oh of course. I am thinking more into the direction of like, locking one in the room she's in when he comes, then ambushing the two others. She will have to fight or sneak for sure, but divide and conquer+ambushing can help
 
Oh of course. I am thinking more into the direction of like, locking one in the room she's in when he comes, then ambushing the two others. She will have to fight or sneak for sure, but divide and conquer+ambushing can help
You can definitely try that. Just remember that it is reliant on someone else taking a certain action so it might not work even if it wins the vote.
 
[X]plan comeback
-create a weapon of stone to increase your striking power
-also create a vine to trip/grab people with
-shrink and hide
-make noise to draw your captors
-either ambush the one who comes, or if its more then one then run out and block the door behind you
-try ambushing the others
 
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-use the weapon to cut the ropes which tied you, to avoid exposing your ability of slipping through them
This isn't going to happen. If Kamea makes an improvised weapon using her powers, it will be a blunt object for smashing and whacking things, not something with blade that is capable of cutting through metal chains.
 
[X] She investigates with a stealthy approach.

In a roguelike I enjoy, Tree Form has a stealth bonus because you're a tree, who's going to look for a tree?

So yeah, our powers seem to lean stealth.
 
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