Welcome to Ravenholm (Deviant: The Renegades)

[x] They didn't have a choice
[x] An actual ghost


Apparently, this is a good thing, as he forced a bunch of nasty gooey stuff into your chest before disappearing with a fond farewell.
Why is it a good thing, again?

Also, if we absorbed his anchor, then what was the gooey stuff he infused us with?
 
[X] They didn't have a choice – Mom was getting sicker and sicker, and Dad was nervous like when the collections people won't stop calling. You saw familiar red-text letters from a place called Ravenholm, and you initially brushed it off as another bank claiming your parents are 'delinquent' again. Then, one night you heard your father talking quietly on the phone, and the next morning your family's debts were erased and you were bound for a new 'education'.

[X] An actual ghost – One of the first things you did after you started seeing faces in mirrors and things kept falling off your shelves was Google symptoms of Ghost Possession. You found out when one appeared in your room later that, apparently, talking to them is a better source of information. Ghosty McGhostface explained that you absorbed his 'Anchor' after picking up that part-time job in the cemetery, and that was the last thing he needed to pass on. Apparently, this is a good thing, as he forced a bunch of nasty gooey stuff into your chest before disappearing with a fond farewell. You've resolved to tell no one about this until now, as it sounds insane.
 
[X] They weren't around to protect you anymore – You got your powers four months before Dad died in a car accident. Your mother was absolutely heartbroken, but something about the whole thing seemed…off to you. Mom was strong; losing Dad was a blow, but not the kind that would drive your teetotaler mother to the liquor store nightly. Eventually - and quickly, you grimly note – you were an orphan. Since you were still a minor, someone had to take care of you, and Ravenholm was there to step in. How kind and timely of them.
[X] Fate? – You've always been lucky, and Ishmael might have finally given you a reason why. Not the kind of lucky that gets you free cash or gets you dates, just the kind of luck that sometimes makes your awkwardness and general ineptitude work out. No matter how unlikely something is to work out for you, you always manage to spot a break you can take advantage of – even if you have to manufacture it yourself sometimes. It always comes at a price though; every time Fate bails you out it seems like it kicks your ass later for the trouble.
[X] Marcus
 
[X] They weren't around to protect you anymore
[X] An actual ghost
[X] Jasper


Ghost powers seem like a nice mix between more out there powers and not having to deal with the rubber band of fate.
 
[x] They weren't around to protect you anymore
[x] Write-in: Music- You were the average everyday highschool garage band guitarist. Your lead singer said you'd be the ones to make it big in Vegas or wherever, but even then you knew how that story ends. Still, you'd resolved to have fun while it lasted, and for you that meant playing in the dive bar downtown. You didn't know who the client was, just that she had a voice like a thousand angels and she needed one more, and your lead singer fit the bill. After that things get hazy, but but you play better than ever and your new case of tinnitus seems oddly prophetic...
 
Why is it a good thing, again?

Also, if we absorbed his anchor, then what was the gooey stuff he infused us with?

My guess is that by absorbing his anchor we somehow made it so the ghost could move on.

Presumably, the 'gooey' stuff is ectoplasm.

[X] Their love was bought out
(Even though I'm usually a fan of
[X] Fate?
[X] Alex
 
Last edited:
Preparing for tomorrow, here's a tally. Vote Locks in Fourteen Hours.
Adhoc vote count started by Spector29 on Oct 13, 2019 at 11:36 PM, finished with 13 posts and 12 votes.

  • [X] An actual ghost – One of the first things you did after you started seeing faces in mirrors and things kept falling off your shelves was Google symptoms of Ghost Possession. You found out when one appeared in your room later that, apparently, talking to them is a better source of information. Ghosty McGhostface explained that you absorbed his 'Anchor' after picking up that part-time job in the cemetery, and that was the last thing he needed to pass on. Apparently, this is a good thing, as he forced a bunch of nasty gooey stuff into your chest before disappearing with a fond farewell. You've resolved to tell no one about this until now, as it sounds insane.
    [X] They weren't around to protect you anymore – You got your powers four months before Dad died in a car accident. Your mother was absolutely heartbroken, but something about the whole thing seemed…off to you. Mom was strong; losing Dad was a blow, but not the kind that would drive your teetotaler mother to the liquor store nightly. Eventually - and quickly, you grimly note – you were an orphan. Since you were still a minor, someone had to take care of you, and Ravenholm was there to step in. How kind and timely of them.
    [X] Their love was bought out
    [x] Fate? – You've always been lucky, and Ishmael might have finally given you a reason why. Not the kind of lucky that gets you free cash or gets you dates, just the kind of luck that sometimes makes your awkwardness and general ineptitude work out. No matter how unlikely something is to work out for you, you always manage to spot a break you can take advantage of – even if you have to manufacture it yourself sometimes. It always comes at a price though; every time Fate bails you out it seems like it kicks your ass later for the trouble.
    [x] Alex Moirae
    [x] Jasper
    [X] They didn't have a choice – Mom was getting sicker and sicker, and Dad was nervous like when the collections people won't stop calling. You saw familiar red-text letters from a place called Ravenholm, and you initially brushed it off as another bank claiming your parents are 'delinquent' again. Then, one night you heard your father talking quietly on the phone, and the next morning your family's debts were erased and you were bound for a new 'education'.
    [X] Marcus
    [x] Write-in: Music- You were the average everyday highschool garage band guitarist. Your lead singer said you'd be the ones to make it big in Vegas or wherever, but even then you knew how that story ends. Still, you'd resolved to have fun while it lasted, and for you that meant playing in the dive bar downtown. You didn't know who the client was, just that she had a voice like a thousand angels and she needed one more, and your lead singer fit the bill. After that things get hazy, but but you play better than ever and your new case of tinnitus seems oddly prophetic...
    [X] Alex
 
Character Creation 03
[X] They weren't around to protect you anymore
[X] An actual ghost

I see. Totally fine, you guys want to explore a tragic orphan story where he's got ghost-infused powers. I have a few friends who might be upset that us Remade are appropriating their storylines, but we won't be seeing them for quite a while so I suppose it's alright. However, I do want to make it clear I'm not out to get all of you, or even our little Jasper here. So, tell you what, I'll make myself available for a little Q/A.
Question: Why aren't we starting the story yet?
Answer: You people probably want to know what young Jasper can do, so the writer is giving you a hand in that.

Question: Can you please stop talking? Why do you keep breaking the fourth wall?
Answer: Sure, after this we probably won't speak again. I'm talking to you here because it's much more important to establish me as self-aware than it is to get boring normal narration, apparently.

Question: So are we picking powers now? Are you going to vote too, like last time?
Answer: Yes, and no, not this time.

Question: Can we ask questions afterwards?
Answer: Sure, I'll take questions while this vote is open.
Now then, onto powers. Every one of us Deviants have powers that are comprised of two parts; the Variation that gives us supernatural abilities and the Scar that we have to pay for having them. Every Variation has a power level ranked one to five, and that has to be entangled with a Scar of equal magnitude. So level 3 Lightning Lash needs a Level 3 Downside. We're going to start easy, with the Variation that Jasper has to have for his backstory to make sense.


Otherworldly Connection(• to •••••)
Subtle
Perpetual, Tiered

The Deviant has a connection to an alien world. Establish an origin at the time the Remade develops this Variation. [Ghosts]

At Magnitude •, the Remade can perceive entities, places, things, and forces connected to the chosen origin. Although this does not come with any specialized knowledge of these phenomena, it serves as an important first step in studying (or avoiding) them.

At Magnitude ••, the Deviant can also communicate with beings who share this origin. In addition, these creatures recognize her inherent connection to their kind, granting her an effective Status among them equal to half Scar Power (rounded up).

At Magnitude •••, the Remade and her immediate possessions can touch or strike these phenomena, even if they are normally insubstantial to the material world. The Broken is still
tangible to those in his native world, and he is as vulnerable to the alien entities as they are to him.

At Magnitude ••••, ???

At Magnitude •••••, ???

Now, because Jasper was an unfortunate victim of an Accident causing his Divergence, he gets a free dot to one of his powers that he doesn't have to match with Scars, which we're going to put here for convenience. We're also getting it as a Level 2 power, because that's all we'll need for now. So, since we've got one dot that we've got to pay in Scars for, let's look at our options. Scars determine how the power entangled with them activates, and they come in three types; Controlled, Involuntary, and Persistent. Controlled Scars only activate when we want them to (but sometimes fail when we need them), Involuntary Scars sometimes activate on their own (which We can theoretically suppress), and Persistent Scars either activate their powers at will, or keep them always on. Since Otherworldly Connection is a Perpetual (or 'passive') power, we'll take a Persistent Scar so that the passive power is always on.

We've got options, so go ahead and pick one. Physical Scars will mean our power runs off of our Physical attributes, Mental and Social Scars do the same for Mental and Social attributes. (Which means the Scar Power attributes are Strength, Intelligence, and Presence. Scar Finesse is Dexterity, Wits, and Manipulation. Scar Resistance is Stamina, Resolve, and Composure.)


[] Conspicuous Appearance <Magnitude •>
Keywords: Social; Overt

The transformed stands out in a crowd. He leaves a clear trail of gossip and reports for conspiracies to follow, and flying under the radar is difficult. His monstrous or eerily inhuman appearance may frighten or revolt others. Any Overt Variation or Scar is noticeable; this Scar is for characters whose permanent appearances are particularly grotesque or attention-grabbing. Conspiracy rolls for surveillance against the Deviant enjoy a bonus equal to half the Magnitude of Conspicuous Appearance (rounded up).

At Magnitude •, the character's features are uncommon, but forgettable. He may have heterochromatic eyes, a sixth finger on each hand, or an unsettling grace; part of his body may appear alien, gross, or terrifying. These features are easily concealable and have no mechanical effects at this level.

At Magnitude ••, as Magnitude •, but the character's features are notably strange and incite people to talk about him, and they're harder to conceal. He may have an odd skin color, like blue or green, or his eyes might glow. The oddity might be too extensive or bulky to hide, or his mannerisms or entire appearance might fall into the uncanny valley. In any scene in which the character could attract unwanted attention, the player must roll Wits + Subterfuge, contested by any observer's Wits + Composure, to conceal his appearance from them. His Social rolls against any Baseline character who notices his appearance lose the 10-again quality; in social encounters, worsen their impression of him by one level.

At Magnitude •••, ???

At Magnitude ••••, ???

At Magnitude •••••, ???
[] Fragility <Magnitude •>
Keywords: Physical; Subtle

The Variation takes a toll on the Deviant's body. It might sap his strength, transform his bones to glass, or bleed him dry. Even if the problem is internal, it always shows — perhaps he becomes deathly pale or unnaturally gaunt, or his skin literally turns to porcelain.

At Magnitude •, the character is unnaturally vulnerable to harm. Jasper may become distracted by pain or temporarily incapacitated at an inopportune moment, typically causing minor complications.

At Magnitude ••, the first time in a scene the character's wound penalty increases, he suffers the Stunned Tilt for one turn.
[] Phobia (Deep Water) <Magnitude •>
Keywords: Mental; Subtle; Repeatable

The Remade is irrationally afraid of something that played a role in his Divergence or in the development of the combined Variation. A character who spent weeks in a small tank during his Divergence might suffer claustrophobia, while one who gained a Variation by accidentally merging with a spider might suffer arachnophobia. By default, this phobia is one that is likely to come into play no more often than once per chapter — like a fear of snakes, heights, or deep water.

Each instance of Phobia pertains to a fear of something different.

At Magnitude •, the character's Phobia may drive him to abandon plans, act irrationally, or put his cohort in danger via panic.

At Magnitude ••, whenever the character encounters the Phobia's source, he can't willingly approach it without succeeding on a Scar Resistance roll. If he does confront it, willingly or not, he suffers a penalty equal to (6 - Scar Resistance) to all actions until the source is no longer present. He may attempt to face this fear up to once every few minutes (once per turn, in action scenes), and each successive Scar Resistance roll enjoys a bonus equal to the number of previous failed rolls to do so.

At Magnitude •••, ???

Deviations
• Rare (-1 Magnitude): The Broken fears an exotic creature or object or an unlikely situation, such as vampires, horseshoes, or being buried alive. It is unusual for him to encounter the object of his fear more than once per story.
• Common (+1 Magnitude): The Remade fears something commonplace, such as a fear of the dark, open spaces, or birds. It is common for him to encounter the object of his fear more than once per chapter.

Great! Now we have our first Variation/Scar set. If you all want to upgrade Jasper's Otherworldly Connections, you're going to have to find a way to increase the magnitude of the Scar you chose. I'm sure it won't be hard. The only hard and fast rule is that a Scar and Variation combo can't go above three magnitude at this time.

The last six points of magnitude I will leave in your very capable hands. I'll be around for questions, and I've assembled some choice "power packs" for those of you who don't want to bother with build planning (which might include some Variations you wouldn't normally get otherwise). After this, Jasper will talk about what he got up to during his first few months at Ravenholm, and you'll pick his starting Attributes and Skills (which a discerning fellow would try to synergize with the powers) and the rest of this bad boy will tell itself. On behalf of the writer, I'd like to apologize for the drawn out and complicated setup.

Do try to have fun, though. Oh, and if you end up proposing your own build, try and format it so it's as easy as possible to read.


---
[] Creeping Dread <Magnitude • to •••>
Subtle
Directed, Tiered, Toggled

The Deviant inserts a growing terror in the mind of her victims.

At Magnitude •, a target within range suffers a penalty equal to Scar Power on breaking point rolls until the end of the scene, and attempts to intimidate or frighten them enjoy a bonus equal to half Scar Power (rounded up).

At Magnitude ••, the Deviant selects an object of the victim's fear in the current scene, which they must be able to perceive. This can be the Remade herself, but it may also be another person, a place, or a discrete inanimate object. Victims cannot approach this frightening object except by succeeding on a Resolve + Composure roll. If a victim confronts his fear (willingly or not), he suffers a -2 penalty to all actions. This fear lasts until the end of the scene.

At Magnitude •••, as Magnitude ••, but whenever the victim comes into contact with the source of fear, he suffers the Frightened Condition. In action scenes, if he can't escape the source, he suffers the Insensate Tilt.

At Magnitude ••••, ???

Deviations
• Aura (+1 Magnitude): The Variation inspires fear in all viable targets within range. Roll to target each one individually.
[] Telekinesis <Magnitude • to •••>
Overt
Directed, Tiered, Toggled

The Deviant can exert raw telekinetic force to lift, throw, or strike without the need for physical action.

The Broken can affect targets in range with a Size (Size 5 being a human, Size 0 being a TV remote) no greater than the Variation's Magnitude times Scar Power. Targeting an unattended object succeeds automatically. Attempting to grab a living target initiates a grapple, using a Scar Finesse roll instead of Strength + Brawl, and so must contend with Defense, not a Resistance Attribute.

At Magnitude •, the Deviant arrests the target's motion until she releases it as a reflexive action, until it is torn free (or escapes the grapple), or until the scene ends. The telekinetic grapple is only capable of the hold, restrain, and drop prone maneuvers, although it is immune to all maneuvers other than attempting to break free.

At Magnitude ••, the Deviant can push, drag, lift, or operate the target at a Speed (multiply by 2.3 for MPH) no greater than Magnitude times Scar Power. When calling upon the Magnitude • effect, the Remade's telekinetic grapple is also capable of the control weapon, damage, and disarm maneuvers. She can instead manipulate an object as though her telekinesis were extensions of her hands, using Scar Power as its Strength and Scar Finesse as its Dexterity.

At Magnitude •••, choose one:
• Throw: The Deviant can throw the target with enough force to damage it and/or anyone unfortunate enough to be in its path. If throwing an object at an opponent in range, this is a Scar Finesse roll, penalized by one-fifth the object's Size (rounded up) and resisted by the target's Defense. If successful, it inflicts lethal damage equal to half the object's Size (rounded up). If throwing an opponent, it requires a successful Scar Finesse roll and is treated as a fall from a height no greater than Magnitude times Scar Power in yards/meters, and this can be mitigated normally.

• Deflect: As a reflexive action, the Remade may turn aside attacks — be they fists, knives, or bullets. Whenever the Remade (or another character within range) is targeted by an attack with some physical component (not purely supernatural assaults, Environmental Tilts, or explosions), she may call upon this effect before the attack roll. Her successes on a Scar Finesse roll subtract from the attacker's successes on the attack. Each use of this effect imposes a -1 penalty on the Scar Finesse rolls of later deflection attempts during the same turn.

At Magnitude ••••, ???

At Magnitude •••••, ???
[] Translocation <Magnitude • to •••>
Overt
Tiered, Toggled

The Deviant can travel between two points without passing through the intervening space in the material world.

While this Variation is active, the Deviant may teleport once on each of her turns as a reflexive action. Although this is not a Directed Variation, each translocation requires a successful Scar Finesse roll that suffers penalties for medium/long range and concealment. A dramatic failure on this roll either results in a medium Instability (instead of the usual minor Instability), as the Remade finds an object in her way and must abort the translocation attempt, or it means the Broken arrives at an unintended destination within range, chosen by the Storyteller.

At Magnitude •, the range of teleportation is 10/20/40 yards/meters and cannot penetrate non-transparent cover.

At Magnitude ••, choose one:
• Blind: The Remade can move to a destination blocked off by non-transparent cover, albeit at a -4 penalty to the Scar Finesse roll. She may either call upon her memories of the destination (if she has been there before) or stipulate a direction and distance.

• Far-Reaching: The range is instead 30/60/120 yards/meters.

At Magnitude •••, the Deviant enjoys the benefits of both Magnitude •• effects.

Deviations
• Conjuration (+1 Magnitude): As a Directed effect, the Remade can instead teleport a creature or object within range (including one behind non-transparent cover, if the Remade is capable of Blind translocation) to a destination within range. This cannot affect objects with a Size greater than Magnitude + Scar Power and cannot place a target in immediate danger. Translocating an enemy into a cage or ambush is possible, but placing a target over a pit of molten steel or intersecting with another object is not.
• Defensive (+1 Magnitude): The Remade can activate this Variation and translocate as a reflexive action even when it is not her turn, such as to avoid an attack or explosion after it is announced, but before its damage is determined. Each reflexive translocation attempt after the first in the same turn imposes a -1 penalty on the Scar Finesse roll to target a destination.
[] [Descriptor] [Skill] Lash <Magnitude • to •••>
Overt
Discrete, Toggled

This Variation allows the Remade to attack enemies with an arsenal other than a Baseline's punches and kicks. The manifestations of this Variation are as varied as the Broken themselves. Some lash out with telekinetic force, others with a hail of glass shards or a blast of necrotic shadow, and still others have wicked claws, fangs, or horns. This Variation may be purchased any number of times to represent different means of attack.

• Lashes have a descriptor chosen at the time of purchase — Bruising (deal bashing damage), Cutting (deal lethal damage), or Gentle (deal no damage).

• Choose a combat Skill when purchasing this Variation — Athletics, Brawl, Firearms, or Weaponry. This determines the dice pool used to resolve attacks with the Lash (Dexterity + Athletics/Firearms - target's Defense, or Strength + Brawl/Weaponry - target's Defense) and whether the attacks are ranged (Athletics/Firearms) or melee (Brawl/Weaponry). Each attack with a Lash requires an instant action.

• A ranged Lash has a range of 30/60/120 yards/meters. Although not Directed, Scars and Deviations that cannot entangle Directed Variations cannot entangle a ranged Lash, and ones that may only entangle Directed Variations can entangle a ranged Lash.

• In order to apply their Tilts, Cutting Lashes must inflict at least one point of lethal damage after armor, and Bruising Lashes must inflict at least one point of damage in excess of the target's general armor rating (before applying armor). Gentle Lashes apply their Tilts on any successful attack, regardless of the target's armor.

At Magnitude •, the Lash has a damage rating of 0 and deals damage as part of an attack. In addition, choose one of the following effects at the time of purchase:

• Blasting (Ranged Lash Only): The Lash behaves as a short burst.
• Caustic: The Lash splashes the target with a caustic chemical with an intensity of +0 and coverage of 1 (2 on an exceptional success).
• Channel: Choose one of the Remade's Directed Variations. On a successful attack with Lash, the Deviant may reflexively activate that Variation as though she had touched the target.
Variations that can affect multiple targets only affect the target of Lash, however. The Lash gains the Exclusive keyword.
• Conjured: The dice pool for attacks made with the Lash is instead Scar Finesse + Acclimation - the target's Defense.
• Deadly: The Lash has a damage rating no greater than the lower of Scar Power or Magnitude and has an equal Initiative penalty.
• Deafening: The Lash inflicts the Deafened Tilt in both ears.
• Disabling: When attacking a specified target with the Lash, reduce the penalty by one, and increase the damage by Scar Power for the purpose of applying Tilts. A Gentle Lash also adds successes on the attack roll to this effective damage.
• Envenomed: The Lash causes the Poisoned Tilt.
• Forceful: The Lash inflicts the Knocked Down Tilt.
• Grappling (Melee Lash Only): On a successful attack, the Deviant may also initiate a grapple against the target as a reflexive action.
• Immolating: The Lash causes the target to catch fire as though exposed to a flame with a size of 1 and a heat of +0 (size 2, on an exceptional success).
• Insidious: The Lash ignores Defense. However, attacks with it are instead resisted by a Resistance Attribute chosen at the time the Lash is created.
• Obscuring: The Lash inflicts the Blinded Tilt (in both eyes, on an exceptional success).
• Piercing: The Lash has the Armor Piercing quality equal to the lower of Scar Power or Magnitude.
• Reach (Ranged Lash Only): The Lash instead has a range of 100/200/400 yards/meters.
• Sickening: The Lash inflicts the Sick Tilt.
• Soporific: The Lash inflicts the Drugged Tilt.
• Touch (Melee Lash Only): The Lash is delivered via touch attacks, rolling Dexterity + Brawl/Weaponry - the target's Defense.
• Versatile: Your Lash becomes Tiered, allowing you to call upon fewer of the effects and Deviations you chose. A Lash with Sickening and Soporific, for example, may inflict the Sick Tilt, the Drugged Tilt, both, or neither, as you decide before making an attack with it.

At Magnitude ••, as Magnitude •, but choose three effects, instead.

At Magnitude •••, as Magnitude ••, but choose five effects, instead.

At Magnitude ••••, as Magnitude •••, but choose ??? effects, instead.

At Magnitude •••••, as Magnitude •••••, but choose ??? effects, instead.

Deviations

None of the following Deviations has one of the similar effects above as its prerequisites. Corrosive does not require Caustic, and only the more powerful effect applies. Additionally, Deviations that increase the damage rating do not stack (only the best one applies).

• Blinding (+1 Magnitude): The Lash inflicts the Blinded Tilt in both eyes.
• Circle Strike (Melee Lash Only; +2 Magnitude): The Lash attacks every viable target within one yard/meter of the Deviant — friend or foe. Resolve each attack separately.
• Corrosive (+1 Magnitude): As Caustic, but the chemical's intensity bonus is instead equal to half Scar Power (rounded up).
• Debilitating (+1 Magnitude): As Disabling. Additionally, if the Broken does not specify a target, it still hits one chosen at random based on the face value of a single die, potentially imposing a Tilt: Arm (1-3), Leg (4-6), Head (7-8), or Heart (9-10).
• Devastating (+1 Magnitude): As Deadly, but use the higher of Scar Power or Magnitude.
• Explosive (Ranged Lash Only; +2 Magnitude): The Lash instead generates an explosive with a range of 10/20/30. It has a blast area is equal to Scar Power + Magnitude and a Force equal to the lower of Scar Power or Magnitude. Its damage rating is unchanged, but extra successes on the attack roll do not increase damage.
• Gunshot (Ranged Lash Only; +1 Magnitude): The Lash ignores Defense as though it were a firearm attack.
• Horrendous (Cutting Lash Only; +1 Magnitude): The Lash instead deals aggravated damage.
• Immobilizing (+2 Magnitude): The Lash imposes the Immobilized Tilt on the target. Escape attempts treat this as a restraining item with a Durability equal to half Scar Power (rounded up). This restraint further imposes a -2 penalty on the escape attempt (-4 if the Deviant achieved an exceptional success on the attack).
• Incinerating (+1 Magnitude): As Immolating, but the fire's heat bonus is instead equal to half Scar Power (rounded up).
• Line-of-Sight (Ranged Lash Only; +1 Magnitude): The Lash can strike any target not completely hidden by cover, regardless of the distance.
• Penetrating (+1 Magnitude): Armor affords no protection from the Lash's damage.
• Scrambling (+1 Magnitude): The Lash inflicts the Insensate Tilt.
• Stunning (+1 Magnitude): The Lash inflicts the Stunned Tilt.
• Terminal (+1 Magnitude): The Lash inflicts the grave Sick Tilt.
• Toxic (+1 Magnitude): The Lash inflicts the grave Poisoned Tilt.

Okay, clearly this is way too much. Here's some Examples:
Ranged -
Jasper unleashes a directed scream seeming from the pits of hell (Bruising Athletics Lash; Deafening). <Magnitude •>
Arcane darkness envelops Jasper's opponent (Gentle Athletics Lash; Blinding, Insidious [Composure]). <Magnitude ••>
Tendrils of blue energy burst out of Jasper's, lashing out in every direction and detonating. (Cutting Firearms Lash; Deadly, Explosive) <Magnitude •••>
Melee -
Jasper conjures a main gauche of coruscating energy (Cutting Weaponry Lash; Piercing)<Magnitude •>
Jasper's touch burns white hot (Gentle Brawl Lash; Touch, Incinerating) <Magnitude ••>
Jasper's touch freezes the target in a block of ice (Gentle Brawl Lash; Touch, Immobilizing) <Magnitude •••>
[] Out of Phase <Magnitude • to •••>
Overt
Tiered, Toggled

The Deviant's body does not interact with matter in the ordinary way.

At Magnitude •, the Remade may render part of a limb — such as a finger, a hand, or an arm from elbow to hand — insubstantial to material with a Durability of 1 or less. The entire affected region remains insubstantial until the end of the scene or until the Broken ends the Variation as an instant action. He therefore can't reach into an enemy's chest and crush her heart in a fist, for example. However, he could reach through a wooden door to unlock it from the other side using the metal doorknob, since it would still be solid to his hand. If this Variation ends while the Deviant still intersects a solid object, he is ejected from it and suffers a medium Instability.

At Magnitude ••, choose one:
• Stone: The Remade's insubstantial body parts can pass through material with a Durability of 2. He must decide how insubstantial to make himself at the time he activates the Variation, but he can change this density as an instant action during its duration — ignoring either Durability 1 or Durability 2 and 1 materials.

• Torso: The Broken may render up to half the volume of his body insubstantial, allowing him to peek a head through walls or hide in places that are too small for him by dangling his legs inside a wall or floor. This can likewise afford him the benefits of partial concealment against weapons whose Durability does not normally interact with his body. Further, his clothing and possessions in contact with the affected body parts likewise become insubstantial, as long as they consist entirely of materials whose Durability is less than the maximum he can penetrate (Durability 0 if he could normally pass through Durability 1 materials, for example). He cannot, however, separate these items from his body. He cannot stick a glass dagger in a target and then let go of it so that it is no longer in his hand when the Variation ends, for example.

At Magnitude •••, choose one:
• Balance: The Broken enjoys the benefits of both Magnitude •• effects.

• Steel: This is only available if the Deviant chose Stone as her Magnitude •• effect. The Remade can become insubstantial enough to pass through Durability 3 materials. Only rare, super-hard or mystical substances are beyond his ability to penetrate.

• Body: This is only available if the Remade chose Torso as her Magnitude •• effect. The Broken may render his entire body insubstantial (as well as any clothing or equipment, per the
Torso effect at Magnitude ••). Moreover, he can leave behind immaterial objects, which become material again when the transformed does. However, insubstantial items that intersect with other objects when the Variation ends are ejected from them into the nearest empty space large enough to accommodate them, inflicting a minor Instability on the Deviant.

At Magnitude ••••, ???

Deviations
• Defensive (+1 Magnitude): The Deviant may become insubstantial or regain solidity as a reflexive action but may only do so once per turn.
[] Shadow Selves <Magnitude • to •••>
Overt
Tiered, Toggled

The Deviant shatters into identical shards like images of a broken mirror, only one of them real.

The Remade creates a number of copies of himself (not counting the original) equal to Scar Power — all of them within one yard/meter. The character's player must decide which is the original at the time the Broken activates the Variation. Copies have the Deviant's Defense and benefit from active Variations that increase maneuverability (such as Flight or Enhanced Speed). However, they vanish the first time they would suffer damage, regardless of the type. Copies likewise disappear if they are more than 30 yards/meters from the original, if the Remade activates this Variation again, or at the end of the scene. If an attack or targeted power meant for the Broken could potentially hit a copy, instead, the Storyteller determines at random which is targeted.

At Magnitude •, the Deviant has very limited control over the copies and does not see through their eyes. On each of his turns, as a reflexive action, he can direct each copy's movement. If he cannot perceive the copy, he can mentally direct it only to stay where it is, move away from him, or return to him. The copies make excellent decoys, but they cannot take any actions other than to move. Swinging from a rope or opening a door represents the upper limit of their ability to interact with the world. Therefore, if the Remade takes any other action beyond moving, it can spoil the illusion, allowing observers an Intelligence + Wits roll to identify the original.

At Magnitude ••, the Broken has a greater awareness of the copies' positions and situations. These are usually only vague sensory impressions, but he can, as an instant action, take direct control of a copy, experiencing its senses as his own while his body behaves like a copy. If a copy is destroyed while the Deviant is riding it in this way, he suffers a minor Instability.

At Magnitude •••, the copies have a degree of self-direction. Each copy counts as a Retainer with a rating equal to half Scar Power (rounded up) whose areas of expertise include those Skills in which the Remade has at least three dots. They possess any mundane weapons, armor, or equipment the Broken is currently carrying.

Deviations

• Prism (+1 Magnitude): The Broken may choose for his shadow selves to have an appearance different from his own. This cannot result in a change in Size, but he may create copies that do not share his race, sex, attire, or other qualities. These cannot convincingly mirror another person, being instead a rather generic collection of physical traits. However, the Deviant may choose for any of these alternate selves to be the original.

• Superposition (+1 Magnitude): The Remade exists in a superposition with all his copies. The character's player may decide which is the original at the beginning of the Deviant's next turn instead of deciding when activating the Variation. In addition, the Broken may, as an instant action, change which one is the original. Paired with Prism, the Remade's current self changes back to his original appearance when the Variation ends.
---
[] Bane (Salt) <Magnitude •• or •••>
Persistent
Keywords: Physical; Subtle; Repeatable
Something that should be harmless is anathema to the Broken, or something already harmful (such as fire) is especially so for him. It could be a kind of substance or object, like ivory or mirrors; energy, like bright light or the sound of sirens; or entity, like children or ghosts. Exposure to his bane hurts and weakens him. It may be a side effect of the combined Variation, a deliberate weakness his Progenitor baked into her, or a reaction to some aspect of his Divergence that was so traumatic it causes physical pain to experience anything similar.

At Magnitude •, the character's reaction to the bane resembles an allergic response. He might suffer a rash, migraine, or eye irritation.

At Magnitude ••, as Magnitude •, and while the character touches the bane (or is otherwise directly exposed, such as clearly hearing an aural bane), he can't heal damage by any means. He takes a point of bashing damage every minute of direct exposure (per turn, in action scenes). If the bane ordinarily causes damage, upgrade the type of damage it deals (bashing to lethal to aggravated).

At Magnitude •••, ???

At Magnitude ••••, ???

Deviations:
• Rare (-1 Magnitude): The bane is very specific, such as a rare substance or a form of radiation or supernatural energy not typically found outside of controlled settings.
• Common (+1 Magnitude): As Rare and exclusive with it, the bane is instead commonplace — such as temperatures above freezing or wood.
• Draining (+1 Magnitude): Exposure to the bane reduces the Magnitude of all entangled Variations by 1 per minute/turn until the end of the scene.
• Paralyzing (+1 Magnitude): Exposure to the bane inflicts the Insensate or Stunned Tilt, as the player decides when choosing this Scar.
[] Amnesia <Magnitude • to •••>
Persistent
Keywords: Mental; Subtle

Important events in the Remade's history fade from his memory. Perhaps his Divergence wiped them from his mind, or his abilities take over so much of his consciousness that they push relationships and identity out. Inevitably, the missing moments come back to haunt him now when he least expects it.

At Magnitude •, scattered bits of Jasper's past slip from his mind. He suffers the Persistent Amnesia Condition.

At Magnitude ••, as Magnitude •, and Jasper can't remember one key event from his pre-Divergence life at all. Rolls to remember details of events or facts he learned before his Divergence suffer a −2.

At Magnitude •••, as Magnitude ••, but Jasper forgets several key events instead, and the penalty increases to −4.

At Magnitude ••••, ???

At Magnitude •••••, ???
[] Concentration <Magnitude • to •••>
Controlled
Keywords: Mental; Subtle; Repeatable

The Variation demands constant, intense concentration to maintain, and any distraction can cause it to fail or to get out of control — or make it impossible to activate in the first place.

At Magnitude •, a particularly strong and unexpected surprise or other distraction causes the entangled Variation to shut down (or prevents him from activating it) in a way that creates a complication for Jasper.

At Magnitude ••, whenever the Remade suffers lethal (or aggravated) damage not caused by a Scar or Adaptation, whenever she Falters, or whenever she suffers the Stunned Tilt or the Distracted Condition, the entangled Variation deactivates unless her player succeeds on a Scar Resistance roll. She may activate the Variation again on a future turn.

At Magnitude •••, as Magnitude ••, and choose one:
• Tenuous: Whenever an attack or hostile power successfully targets the Remade and either deals damage or imposes a deleterious Tilt, Condition, or other unwelcome effect, the entangled Variation deactivates unless her player succeeds on a Scar Resistance roll.

• Unfocused: The Broken cannot attempt to activate an entangled Variation if under the influence of a distracting Tilt or Condition (such as Deprived, Distracted, Frightened, Intoxicated, Insane, Insensate, or Stunned) except by first succeeding at a Scar Resistance roll, which is allowed once per minute (once per turn, in action scenes).

At Magnitude ••••, ???

Deviations
• After-Effect (+1 Magnitude): This is only available if all entangled Variations are Directed. Choose a negative temporary Condition. If the character concentrates on directing the Variation for consecutive turns greater than her Scar Resistance, she suffers that Condition when the entangled Variation deactivates.
• Self-Doubt (+1 Magnitude): If an entangled Variation deactivates because something broke the Deviant's concentration, she may not attempt to activate it again until the end of the scene.
• Single-Minded (+1 Magnitude): This is only available if all entangled Variations are Directed. If the Broken does not direct the Variation's effect at least once per minute (once per turn, in action scenes), it deactivates unless she succeeds on a Scar Resistance roll.
[] Cooldown (Physical/Social/Mental) <Magnitude • to •••>
Controlled
Keywords: Physical, Social, Mental (Choose one); Subtle; Directed, Repeatable

The Variation overheats, overclocks, or overwhelms the Remade whenever he directs it, requiring a cooldown period before he can safely direct it again.

At Magnitude •, each additional time Jasper directs the Variation after the first in a scene, he risks overheating it; rarely the power may fizzle out or cause complications for him or his allies the more he uses it.

At Magnitude ••, whenever the character directs the entangled Variation without waiting one full minute (or turn, in action scenes) after the last time he directed it, each Scar Finesse roll his player makes to direct the entangled Variation suffers a cumulative -1 penalty. This penalty resets to 0 after one minute/turn without Directing the Variation.

At Magnitude •••, as Magnitude ••, but instead of resetting to 0, the penalty decreases by one each minute/turn the Remade goes without directing the entangled Variation.

At Magnitude ••••, ???

At Magnitude •••••, ???
[] Deterioration <Magnitude • to ••• >
Keywords: Physical; Overt; Repeatable

The more the Broken relies on the Variation, the more her body deteriorates. Her parts might fall off or grow increasingly unmanageable tumors at an accelerated pace, her skin and organs might age too fast, turn inside out, or fester with decay, or she might melt into a foul-smelling gob of flesh little by little.

Each instance of Deterioration affects a different limb or sense.

At Magnitude •, upon activating the Variation, one or more of the character's body parts deteriorate. The Storyteller may offer a Beat to temporarily incapacitate the part at the wrong moment or cause horrified reactions in onlookers.

At Magnitude ••, upon activating the Variation, the character's player makes a Scar Resistance roll. On a failure, the Deviant suffers one of the following Tilts of the player's choice, depending on which body part deteriorates: Arm Wrack, Blinded, Deafened, or Leg Wrack. The Tilt fades at the end of the scene.

At Magnitude •••, as Magnitude ••, but choose one:
• Lingering: The Tilt's effects last until the end of the chapter, instead. Outside of action scenes, this imposes the Blinded, Deafened, or Crippled Persistent Conditions.

• Painful: The character also suffers a point of bashing damage upon activating the entangled Variation.

• Severe: The character instead suffers the Tilt in both arms, ears, eyes, or legs.

At Magnitude ••••, ???

At Magnitude •••••, ???
[] Phobia (Phobia Name) <Magnitude • to ••• >
Keywords: Mental; Subtle; Repeatable

The Remade is irrationally afraid of something that played a role in his Divergence or in the development of the combined Variation. A character who spent weeks in a small tank during his Divergence might suffer claustrophobia, while one who gained a Variation by accidentally merging with a spider might suffer arachnophobia. By default, this phobia is one that is likely to come into play no more often than once per chapter — like a fear of snakes, heights, or deep water.

Each instance of Phobia pertains to a fear of something different.

At Magnitude •, the character's Phobia may drive him to abandon plans, act irrationally, or put his cohort in danger via panic.

At Magnitude ••, whenever the character encounters the Phobia's source, he can't willingly approach it without succeeding on a Scar Resistance roll. If he does confront it, willingly or not, he suffers a penalty equal to (6 - Scar Resistance) to all actions until the source is no longer present. He may attempt to face this fear up to once every few minutes (once per turn, in action scenes), and each successive Scar Resistance roll enjoys a bonus equal to the number of previous failed rolls to do so.

At Magnitude •••, instead, whenever the character encounters the Phobia's source, he suffers the Frightened Condition. In action scenes, if he can't escape the source, he suffers the Insensate Tilt. He must spend a Willpower point to try to resist any attempt to use his Phobia as a threat against him, and suffers a penalty equal to (6 - Scar Resistance) to do so.

Deviations
• Rare (-1 Magnitude): The Broken fears an exotic creature or object or an unlikely situation, such as vampires, horseshoes, or being buried alive. It is unusual for him to encounter the object of his fear more than once per story.
• Common (+1 Magnitude): The Remade fears something commonplace, such as a fear of the dark, open spaces, or birds. It is common for him to encounter the object of his fear more than once per chapter.
---
[] Build: Fate's Agent
-[] Out of Phase (Torso, Body) <Magnitude •••>
--[] Bane (Salt) <Magnitude •••>
-[] Telekinesis <Magnitude ••>
--[] Concentration <Magnitude ••>
-[] Blessing <Magnitude •>
Subtle
Reflexive, Tiered, Toggled

The Deviant is the recipient of a blessing that attracts good fortune to herself or unhappy accidents to those who stand in her way. This Variation never affects rolls related to supernatural powers (such as Scar Finesse or Scar Resistance rolls).

At Magnitude •, whenever the Broken rolls a chance die (Which happens when the dice pool for a test is <= 0), it is instead treated as a single die — succeeding on an 8 or 9 and benefiting from 10-Again as normal. She may also spend a point of Willpower to add three dice to a roll after seeing the results (but before the result is applied), instead of before.

At Magnitude ••, choose one:
• Lucky: Once per chapter, the transformed may choose to benefit from a stroke of good fortune of moderate improbability. She could correctly guess a spin of a roulette wheel or win a raffle, for example, but not win a lottery jackpot. If applied to a roll, she enjoys a bonus to a single roll equal to the Magnitude of Blessing.

• Unlucky: Once per chapter, the Deviant may choose for a misfortune to befall someone of her choosing who is present in the current scene. In addition to any narrative effect, this may impose a penalty to the victim's next roll equal to the Magnitude of Blessing.

At Magnitude •••, ???

At Magnitude ••••, ???

At Magnitude •••••, ???
--[] Misfortune <Magnitude •>
Persistent
Keywords: Social; Subtle

The Broken is supremely unlucky, subject to some cosmic curse or quirk of fate. At best, this misfortune is a nagging inconvenience for her; at worst, it puts her loved ones in danger as well and defines her by the maelstrom of catastrophes that follow in her wake.

At Magnitude •, little things make the character's life more frustrating anytime luck is a factor. Traffic lights turn red just as she approaches, she always draws the short straw and performs poorly in games of chance, and any uninformed guess she makes is wrong.

At Magnitude ••, at the beginning of each chapter, and whenever the character spends Willpower, the Storyteller marks down a point of active Misfortune. Once per scene, they may cash this Misfortune in to do one of the following: subtract three dice from the player's pool; add three dice to an opposing Storyteller character's pool; turn a normal failure the player rolls into a dramatic one; have an opponent win a tied contested roll; force the player to roll one action twice and take the worse result; or experience some other notable, if temporary, setback. All unused Misfortune vanishes at the end of the chapter.

At Magnitude •••, ???

At Magnitude ••••, ???

At Magnitude •••••, ???
This build is my last attempt to influence you, by sneaking in some of my Fate powers. It's a small portion of the powers you could've had, but this one will still be very useful to you.

[] Build: Paranormal Activity
-[] Creeping Dread (Area) <Magnitude •••>
--[] Cooldown <Magnitude •••>
-[] Chill Breath (Gentle Athletics Lash; Soporific, Immobilizing) <Magnitude •••>
--[] Deterioration (Right Arm) <Magnitude •••>

This is a build for maximum spooky business. It's not dealing damage, strictly, but instead making them either easy targets for allies or allowing you to slip by otherwise unnoticed.

[] Build: Now You See Me
-[] Telekinesis <Magnitude ••>
--[] Concentration <Magnitude ••>
-[] Darkness (Gentle Athletics Lash; Blinding, Insidious [Composure]) <Magnitude ••>
--[] Amnesia <Magnitude ••>
-[] Translocation <Magnitude •>
--[] Cooldown <Magnitude •>
-[] Shadow Selves <Magnitude •>
--[] Power Failure (Mental) (When Banished With a Holy Symbol) <Magnitude •>
Controlled
Keywords: Any; Subtle; Repeatable

The Variation breaks down under certain circumstances, which the player chooses when he acquires this Scar. These circumstances are uncommon but not unusual — such as "when the Remade suffers lethal damage," "when deafened," or "inside a church."

Each instance of Power Failure may have a different failure circumstance.

At Magnitude •, whenever the character is in the presence of his weakness, he may not be able to activate the entangled Variation. If it is already active, it gradually loses Magnitude until it falls below the Variation's minimum Magnitude, at which point it deactivates.

At Magnitude ••, when the character encounters his weakness while the Variation is active, that Variation loses one Magnitude per minute (or per turn in action scenes) unless the player succeeds on a Scar Resistance roll. Scar Finesse rolls to activate the Variation in the presence of the weakness suffer a penalty equal to (6 - Scar Resistance).

At Magnitude •••, ???

At Magnitude ••••, ???

At Magnitude •••••, ???

Deviations
• Rare (-1 Magnitude): The situations that depower the Scar are very specific, such as "when a Loyalty Touchstone is a target" or "when special equipment is employed" or "while the Remade is in contact with a rare substance."
• Common (+1 Magnitude): As Rare and exclusive with it, the vulnerability is instead commonplace — such as "when the character loses his temper," "when he takes any damage," or "when someone removes his mechanical limb with a successful disarm action."

Finally, this build goes wide with a variety of powers designed to help Jasper stay mobile while blinding people, softening them up for telekinesis.
 
Last edited:
[X] Conspicuous Appearance <Magnitude •>
H e t e r o c h r o m i a

[X] Build: Now You See Me
I do wish we could still 'Go Ghost' but I like this build a lot.
 
[X] Phobia (Deep Water) <Magnitude •>
[X] Build: Paranormal Activity

Also @Spector29 , you've listed "they're love was bought out" as winning, when I'm pretty sure the winner is actually "they weren't around to protect you anymore".
 
Arrival 1
Win said:
[X] Conspicuous Appearance <Magnitude •>
[X] Build: Now You See Me
No questions? Ah, very well. No more interjections from the peanut gallery, let's get on with the show!

You were in your new room, lying under the thin and slightly itchy sheets of your new bed when everything finally caught up to you. It's been a month since your Mom...died, and a few weeks before that Dad had his accident. Ever since then it was a whirl of family coming out of the woodwork asking about 'inheritances' and 'trust fund payouts' and who gets the house, and all sorts of questions that numbed your mind and fixed your face into an apathetic stare. Everyone said that they were there for you, that you could reach out if you needed help. Well, mostly - some of them tried a "man up, kid" speech, telling you how they would 'get over it' if they were in your situation. "You have to be an adult now, start making adult decisions," they kept telling you.

They keep telling you. Eventually you had enough, and locked your house's doors and refused to answer the phone to those vultures.

Why were they acting like your Mom and Dad were gone? Their ghosts were right here, still hanging around the house. Mom never saw Dad, you're sure, but you did. You tried communicating with him (and then her, later), but he didn't seem to notice anything -- just repeated the same actions over and over. But they're still there. They're not gone. Shut up.

That's when Ravenholm came; apparently some family vulture remembered you trying to talk to Mom and Dad and decided to try and deem you "mentally unfit" for living by yourself. The therapist from Ravenholm that interviewed you was nice, at least. You're not sure how, but she made you feel calm enough to confide that you still see Mom and Dad, and she actually believed you. You didn't trust them, especially since they wanted you to come to their boarding school even before Dad died, but when they said they had some legal documents that would stop your uncles and aunts from taking your things, you sort of tunnel-visioned. You were so...angry with them. Angry that they only seemed to care about you once money got involved, angry that they insisted you "move on" and "become an adult" and "do the right thing", angry that they didn't even seem to exist until they thought they could profit off of a grieving child-

You take a deep breath. The anger is...less, now. Ravenholm has grounded you, you suppose, by giving you something to focus on other than how angry and sad you were. Primarily, you focused on...

[] Getting Strong. Working out tired your brain and your body, left you very little time to think about how bad things were. You found a comfortable routine...
-[] Lifting weights. Something about being able to quantify your progress in becoming stronger made you feel good. You weren't built like a brick or anything, but you're never going to have problems with your strength.
-[] Running. Maybe you liked the metaphor of running from your problems, maybe you liked the idea of being able to dash to safety if you got in trouble. Either way, your reflexes and dexterity are top-notch.
-[] Resistance Training. Something about the struggle appealed to you, and being thicker-skinned could only help your future endeavors. Running out of stamina is a real concern you'd rather avoid.

[] Getting Smart. More than you've ever met, the school library has been your best friend. Even if you weren't there to read, it was quiet and never expected anything out of you. For a month, you went from your room, to class, to the library, then back to your room. It was a good life, spending most of your time...
-[] Reading Non-fiction. Cracking open an encyclopedia wasn't exactly your style, but you picked up a lot of trivia and ancillary knowledge from everything you consumed. It was dry reading, but you have a good memory and you never know when raw intelligence will be useful.
-[] Reading Fiction. It might not be spiritually enriching, but reading YA fiction and comedies has given your wits a sharpening that they've never had before, and detective fiction has expanded how you take in information about what you see and hear.
-[] Reading Inspirational books. Other people would call them self-help books, but even Chicken Soup for the Soul made you feel nice. You sought out books that made you feel good, and gradually strengthened your resolve from them.

[] Getting Popular. You've been to high school before, you know how this works. Popularity leads to Intimacy, and while you weren't looking to get laid, you were looking to actually forge some real interpersonal connections at this school -- the kind you didn't get to forge at your previous one. Plus, people keep noticing your eyes being off-color from each other, so best to get ahead of that before rumors get away from you. You tried to focus on...
-[] Being Noticed. You didn't need to be the loudest guy in the room, your eyes made an attention-grabbing first impression on their own. All you needed was a strong presence to get people accept you into their clique, and perhaps one day strike out on your own.
-[] Being Subtle. Sure, you could walk right up and ask someone to be friends, but that's blunt and a bit terrifying. All you really need is to say the right lines at the right times, and eventually human programming will allow you entry into the social circle. It only takes picking up and manipulating the right cues.
-[] Being Stoic. Nobody likes a bitch. Maybe it's harsh, but high school is full of extremely harsh people. More than making friends, it's important that you remain composed and never show weakness, especially to bullies.

...and that's worked out for you so far, as the morning light coming through your dorm window tells you that it's probably time to get ready for another school day. However, you've been coasting for this first month without really thinking, and it seems least one person is determined to change that this morning.

"Don't pretend I don't know you're in there, Jasper." a deep masculine voice sounds from inside your head, as the voice's owner shuffles outside your door, getting ready to knock again. It seems he won't be satisfied with just waking you up.

Honestly, your classmates having supernatural powers was something you still weren't used to.

"Said by the guy who can see ghosts. And throw things around. And manifest darkness. And tele-"

You shift, and the door is in front of you. You open it to the sight of your neighbor, Daniel Starr. He's mute, but makes up for that with being telepathic. It's so effective you're not sure he knows any sign language, since he can drop into anyone's heads at will. You've been able to push him out, but he knows when you do, and usually knocks on your door shortly thereafter. Besides the telepathy, he's pretty much the class star; on the track team, straight 'A's, and friendly with just about everyone you've met so far. You...

[] ...greet him warmly. He's a friend, even if his telepathy might make him seem a little pushy. He looked out for you on your first few days, and you found you have a few shared interests, so hanging out with him has been...nice.
[] ...raise an eyebrow. He's fine; you two don't really have much in common besides sharing a wall in your rooms. He doesn't pop in your head very often, and you don't make an effort to talk to him usually, so you're curious as to why he's here.
[]...give him a look. He's been annoying ever since he introduced himself, and he refuses to give you any privacy even inside your own head. You block him out most of the time, but every once in a while he sneaks in for something stupid. This is probably that.

"Why are you knocking on my door at-" you quickly glance to the assembly-line-manufactured alarm clock, "-six forty-five in the morning?" you ask dryly.

"Yeah, hey man, sorry. You're in Comparative Analysis, right?" he says, shifting slightly from foot to foot.

You nod; Comparative Analysis was one of the Ravenholm classes designed to teach you how to identify Supernaturals. You're not sure why that's a necessary thing, but it's better than pre-calc.

"Sweet. I, uh, forgot to do my report for today." he says, slightly ashamed. He's looking to his left and right, like he's checking to make sure nobody can overhear the conversation happening inside your heads. "Did, uh, did you get it done, by chance?"

You nod slowly, already seeing where this is probably going. Talking with Daniel really makes you feel like you're the mute, sometimes.

"Nice, nice." You both pause, waiting an appropriate time before he finally asks, "Do you mind, like, helping me out? I can copy and change enough of it so that you won't get in trouble, or if you want you can go over what you wrote the report on and I can try to make my own quick, if you're up to some flash-tutoring?"

You let out a long exhale and look back to your school bag, where your laptop and printed report are currently located. You're slightly annoyed that he couldn't just do the work himself, but you're sure that someday this'll happen to you too. Honestly, it's not that big of an ask, and you can use the time to chat with him or at least get on top of your schedule for today. Plus he'll owe you for this, especially if you take the time to tutor him rather than just letting him copy the paper. On the other hand, you're not really obligated to help him, and could use the time to shower and eat breakfast and other shit instead if you wanted.

You toss it over in your head for a few more moments before deciding...

[]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[] {Int + Academics, 1} Let him copy. You're reasonably confident you wrote a decent paper.
-[] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.
-[] Write-in

[]...to turn him down. Maybe you don't like him, or maybe you don't want to risk your academic standing. You'll pass on helping him, regardless.
-[] {Wits + Streetwise, 2} Try and point him to someone who will help, just so you don't leave him in the lurch.
-[] {Manipulation + Empathy, 2} Break it to him gently. He takes his grades seriously, and you don't want to make this awkward.
-[] {Presence + Intimidation, 2} Shut the door. That should send the correct message, you think.
-[] Write-in

--
So, you'll have your Attributes by the time this vote wraps, and I'll fill in your skills in order to pass whatever check you guys go for. Take a look at the character sheet, if you want a specific skill like Animal Ken, make sure to let me know, because otherwise I'll auto-fill to give you all a pretty even spread on some key skills.

Anyway, the {brackets} are skill tests. The first part is the specific Attribute and Skill I'm testing, the second is the number of successes I'm looking for to pass. Tests work by pooling the dots from the Attribute and Skill, and rolling that many d10s. 8-9-10 are considered successes, and a 10 allows you to re-roll the dice in order to try and get another success. A helpful shorthand is that four dice have about a 75% chance to score one success. I'll roll the dice when it comes time to lock the vote, which is when I'll announce any bonuses or penalties to the roll as well. Next time we'll talk about Willpower, which is how you might give yourself a little advantage on a roll you really want to succeed.
 
Last edited:
[X] Getting Popular. You've been to high school before, you know how this works. Popularity leads to Intimacy, and while you weren't looking to get laid, you were looking to actually forge some real interpersonal connections here at school, unlike your last one. Plus, people keep noticing your eyes being off-color from each other, so best to get ahead of that before rumors get away from you. You tried to focus on...
-[X] Being Subtle. Sure, you could walk right up and ask someone to be friends, but that's blunt and a bit terrifying. All you really need is to say the right lines at the right times, and eventually human programming will allow you entry into the social circle. It only takes picking up and manipulating the right cues.

[X] ...raise an eyebrow. He's fine; you two don't really have much in common besides sharing a wall in your rooms. He doesn't pop in your head very often, and you don't make an effort to talk to him usually, so you're curious as to why he's here.

[X]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[X] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.
 
[X] Getting Smart. More than anyone else you met, the school library has been your best friend. Even if you weren't there to read, it was quiet and never expected anything out of you. For a month, you went from your room, to class, to the library, then back to your room. It was a good life, spending most of your time...
-[X] Reading Fiction. It might not be spiritually enriching, but reading YA fiction and comedies has given your wits a sharpening that you've never had before, and detective fiction has expanded how you take in information about what you see and hear.
[X]...give him a look. He was annoying ever since introduced himself, and he refuses to give you any privacy even inside your own head. You block him out most of the time, but every once in a while he sneaks in for something stupid. This is probably that.
[X]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[X] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.

I'm torn, usually forcing yourself into somebody's head like that is a good way to get on my shit list, but he doesn't come across as that bad a guy, so as long as he's willing to put in the effort of getting tutored, I suppose I might as well give him the chance. (Then again, having our first interaction with a character that supposedly cares about his grades and gets straight As, is him forgetting his homework, makes me wonder if just maybe he's supposed to be putting up an act. I'm watching you, Daniel.)
 
[X] Getting Smart. More than anyone else you met, the school library has been your best friend. Even if you weren't there to read, it was quiet and never expected anything out of you. For a month, you went from your room, to class, to the library, then back to your room. It was a good life, spending most of your time...
-[X] Reading Fiction. It might not be spiritually enriching, but reading YA fiction and comedies has given your wits a sharpening that you've never had before, and detective fiction has expanded how you take in information about what you see and hear.
[X]...give him a look. He was annoying ever since introduced himself, and he refuses to give you any privacy even inside your own head. You block him out most of the time, but every once in a while he sneaks in for something stupid. This is probably that.
[X]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[X] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.
 
[X] Getting Smart. More than anyone else you met, the school library has been your best friend. Even if you weren't there to read, it was quiet and never expected anything out of you. For a month, you went from your room, to class, to the library, then back to your room. It was a good life, spending most of your time...
-[x] Reading Fiction. It might not be spiritually enriching, but reading YA fiction and comedies has given your wits a sharpening that you've never had before, and detective fiction has expanded how you take in information about what you see and hear.

[X] ...greet him warmly. He's a friend, even if his telepathy might make him seem a little pushy. He looked out for you on your first few days, and you found you both have a few shared interests, so hanging out with him has been...nice.

[X]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[x] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.
 
[x] Getting Popular. You've been to high school before, you know how this works. Popularity leads to Intimacy, and while you weren't looking to get laid, you were looking to actually forge some real interpersonal connections here at school, unlike your last one. Plus, people keep noticing your eyes being off-color from each other, so best to get ahead of that before rumors get away from you. You tried to focus on...
-[x] Being Subtle. Sure, you could walk right up and ask someone to be friends, but that's blunt and a bit terrifying. All you really need is to say the right lines at the right times, and eventually human programming will allow you entry into the social circle. It only takes picking up and manipulating the right cues.
[x]...give him a look. He was annoying ever since introduced himself, and he refuses to give you any privacy even inside your own head. You block him out most of the time, but every once in a while he sneaks in for something stupid. This is probably that.
[x]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[x] {Int + Academics, 1} Let him copy. You're reasonably confidant you wrote a decent paper.
 
And the winner is...

[X] Getting Smart. More than anyone else you met, the school library has been your best friend. Even if you weren't there to read, it was quiet and never expected anything out of you. For a month, you went from your room, to class, to the library, then back to your room. It was a good life, spending most of your time...
-[X] Reading Fiction. It might not be spiritually enriching, but reading YA fiction and comedies has given your wits a sharpening that you've never had before, and detective fiction has expanded how you take in information about what you see and hear.
[X]...give him a look. He was annoying ever since introduced himself, and he refuses to give you any privacy even inside your own head. You block him out most of the time, but every once in a while he sneaks in for something stupid. This is probably that.
[X]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[X] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.

Rolling.
Spector29 threw 7 10-faced dice. Reason: Wits + Academics Total: 39
7 7 7 7 7 7 6 6 8 8 2 2 2 2
Spector29 threw 7 10-faced dice. Reason: Wits + Empathy Total: 32
4 4 10 10 2 2 1 1 5 5 4 4 6 6
Spector29 threw 6 10-faced dice. Reason: Manipulation + Persuasion Total: 44
5 5 10 10 7 7 8 8 7 7 7 7
Spector29 threw 10 10-faced dice. Reason: Teleport shut off? Total: 51
2 2 4 4 4 4 9 9 7 7 9 9 2 2 2 2 5 5 7 7
 
Arrival 2
Winning Vote said:
[X] Getting Smart. More than anyone else you met, the school library has been your best friend. Even if you weren't there to read, it was quiet and never expected anything out of you. For a month, you went from your room, to class, to the library, then back to your room. It was a good life, spending most of your time...
-[X] Reading Fiction. It might not be spiritually enriching, but reading YA fiction and comedies has given your wits a sharpening that you've never had before, and detective fiction has expanded how you take in information about what you see and hear.
[X]...give him a look. He was annoying ever since introduced himself, and he refuses to give you any privacy even inside your own head. You block him out most of the time, but every once in a while he sneaks in for something stupid. This is probably that.
[X]...to help him out. Maybe it's because he's your friend or because you want something out of him later, but assisting Daniel now is bound to work out later.
-[X] {Wits + Academics, 1} Tutor him, even under pressure. It's not hard, but it is a little early to do this kind of thinking.

A/N: Ravenholm, and thus this story, largely takes place within the political borders of the United States. Just to give you an idea of the local culture.

--

[Early Morning, Jasper's Room]

You raise a single eyebrow. You're not friends. You've been not-friends from day one, and honestly if you couldn't block him out with a simple brain flex, you'd probably report him for some kind of invasion of privacy. You have no idea why he thinks you'd help him, especially before seven in the morning. He's one of the Psychics, even worse he's one of the Born, does he think coming to ask you for help is the Ravenholm version of 'slumming it'?! There's a reason you spent the first month by yourself; everyone who goes out of their way to talk to you only wants to antagonize you, either because they hate that you haven't suffered enough, or they want you to suffer more y o u h a t e a l l o f t h e m-

The world slowly becomes red around the edge of your perception, and you take a single shaky breath. Daniel seems to realize what's happening, shifting stance to get out of the way in case you suddenly tackle him. If you wanted to hurt him, and you do, but it's not...right, not reasonable. Your therapist warned you that you might have issues dealing with your anger; clearly she wasn't joking. You take another deep breath and exhale slowly, relaxing your fists that you didn't realize were clenched this whole time.

You have no idea why you're going to help him. You do feel a little guilty for that rage, a bit. Daniel hasn't actually done anything to you besides annoy you a bit, and to be honest getting a favor from somebody like him could be worth its weight in gold. You step back and open the door wider, running your other hand through your oily hair. Unless this whole thing goes amazingly well, you doubt you'll have time for a shower this morning.

"I'll...just tutor you in what I put in my paper. That sound good to you?" you ask, breaking eye contact in case he takes it as a threat and drops a payload of psychic whoop-ass.

"Thanks, man. I'll...try and make this quick," Daniel says, levelly. He brushes past you as he enters your room while you go for your bag, and you hold back a sneer as you realize he likely just read your mind. Probably to verify you weren't going to shut the door and attack him, but that's just another reason you're growing to despise Psychics like him.

Anyway, once you've pulled out your report and he's...summoned a notebook from somewhere, you settle in.

"Okay, so the first thing about-" You glance down at your report to refresh your memory, "...Vampires, is that even though there's five different kinds, they're all weak to sunlight and fire. Similarly, all Fae are weak to iron, and Werewolves have a common weakness in silver. This extends to almost every supernatural creature in Creation, but sometimes you have to work out a being's specific weakness," you begin, slowly lighting your memories up with all the different books you read in between serial novels like Jedi Cop and Los Angeles by Day. Your temporary student sits cross-legged on your floor- well, not on your floor, more like floating six inches above it. His eyes have rotated and changed from a dull brown to an icy cold blue, which you're trying not to freak out about by looking at your paper as often as possible. No big deal, you've got this.

--

Code:
Wits (4)
Academics (3)

Difficulty (1)

7d10 = {7, 7, 7, 6, 8, 2, 2}

1 Success vs Diff 1 = Pass

...Honestly, you think you've got a handle on it. Daniel's 'learning mode' isn't that off-putting once you're used to it. Eventually you settle into a more even lecture tone, trying to get as much factual information out about supernatural abilities and weaknesses for his "superior psychic intellect" to absorb as possible. A few times you stumble or ask him a question in case he needs clarification, but if he notices any deviation from your exposition, his only response is a momentary pause in taking his (already extensive) notes. You resign yourself to just being ignored, and finish explaining everything you learned a little after 7:30. Then, the weirdest thing to happen all morning happened - Daniel's eyes rotate again, his icy blues fading to their original muddy brown, and he grunted as he suddenly landed on your carpet like he was coming out of a trance - Ohhhhhh.

"Huh, that's a lot."
Daniel slowly stands up while looking over his notes. It really is thorough, his small handwriting filling two and a half pages of paper from a thin looseleaf. He furrows his brow as he goes over what he wrote. "Wait, did you just write a paper about how to kill every type of supernatural except us?" He looks up at you with a measure of...respect?

"Y-yeah, I guess?" you stammer. "I mean, I wasn't trying to, and I'd have included something about how to take down other Deviants too if the library had anything on us-" you stop as he suddenly raises a hand.

"Deviant?" he says, questioningly. You can't really detect anything in his mental tone, nor anything in his body language about why he'd care about-

Code:
Wits (4)
Empathy (2)

Difficulty (Opposed)

6d10 = {4, 10, 2, 1, 5, 4}
10-Again = {6}
?d10 = {?}

1 Success vs 0 Successes = Pass

-then you notice it. A small flash of guilt washes over him, as he closes his notebook smoothly to try and cover his slip. He shifts it to his left hand, holding it at his side, while the other hand brushes over his ear before settling on the back of his neck. "You...call all of us Deviants, I assume?" he asks in an obviously nervous tone, like someone is going to overhear him think it.

You give him a measured look to tell him to get on with it, and after a moment you hear his voice in your head again, "Ah...well. You...haven't been one of us for very long, have you?" He sounds smaller, almost embarrassed. You shake your head, curious as to where he's going with this.

"Well...you know how many different words people use to call us what we are?" You nod, but something about his tone says you're in for a return lecture, "From order of most to least flattering, there's Remade, Transformed, Deviant, and Broken. Most of these besides Transformed we also use to refer to ourselves, but which one you use, and in which company..." He shows a level of exasperation as you don't betray your dawning understanding on your face, forcing him to go on. "It's like...if you call people Deviants it's like referring to everyone that isn't white as an immigrant. Not exactly a slur, but you're going to get some weird looks."

You decide to bail him out, as clearly even thinking this is making him deeply uncomfortable. "I assume calling you Psychics a group of Broken wouldn't get the most friendly of reactions."

"Yeah, no." He grimaces. You nod; That's...useful to know. Not being aware of the cliques and social cues hasn't been making you any friends, to say nothing of your self-imposed isolation. Honestly, if you only offended people lightly, you'd be amazed. You were never exactly a social butterfly.

"Cool." you say, more as punctuation than anything else. As much as you'd like to end this interaction with an individual you don't much care for..."Hey, while I've got you here, any other...like, social tips?"

Code:
Manipulation (2)
Persuasion (1)
Bonus for tutoring (2)

Difficulty (2)
Base (1) + Poor Relationship (1)

5d10 = {5, 10, 7, 8, 7}
10-Again = {7}

2 Successes vs Diff 2 = Pass

You can see the gears turn in his head as he looks at you, the clock, out the window, and back to you. Clearly he's not any more thrilled to be in this conversation than you, but you're hoping his sense of guilt over waking you up early is stronger than his likely revulsion at speaking to a lesser - ah, there you go again. You're not sure why your anger seems to make people sound awful, and how it sneaks up on you, but it just feels so right sometimes. Like, of course Daniel's a snob and better-than-thou prick, he's a Born and a Psychic, they're all like that!

Apparently, Daniel seems as though he'll be defying your unfounded impressions of him, though,"Hm...Yeah, I guess. I'll fill you in on the way to class, we gotta run if we don't wanna have to pull punishment duty for being late." You glance at the clo- oh shit it's 7:50 if you're late Leblanc will kill you.

You hurriedly nod as you throw your paper back in the bag, apply some deodorant, and shift out of the open door. You haven't exactly managed to teleport consistently: you can usually jump about ten yards in the direction you want without much effort (up to thirty or forty if you try your hardest), but then you have to take a few minutes to recalibrate. If you try back-to-back shifts, sometimes you feel your brain spark and you find yourself half the distance in a random direction, unable to teleport for, like, an hour. Maybe you can train some of your powers after class today? You haven't really explored most of them...

You shift down a few flights of stairs, landing on the first floor...well, landing. You look around to make sure you didn't, like, teleport directly in front of someone you didn't see (which is still a problem), before looking up and seeing Daniel float after you, telekinetic flight no match for your sporadic teleporting. You give him a two-finger wave, before idly shifting forward and checking the announcement board by the dormitory front doors. Oh cool, school clubs are starting soon. You smile inwardly as well: that second teleport probably looked rad and there wasn't any backlash! Maybe you could make it to class solely on teleports? You might need to, with how late you are.

"Right, so the first thing about interacting with us Born is projecting confidence. Even if you've got a weak set of powers, being happy with them and confident is key to not giving people openings to make fun of you." You're startled to hear Daniel's voice in your head again, before realizing he probably doesn't have to be near you to contact you. That's...potentially annoying.

Still, his advice is good, and with the help of judicious teleporting you make it to your seat with a minute to spare. Your brain feels tingly, but luckily your powers held out. You're surprised, normally teleporting from your dorm to class would send you into a wall. It must be a sign today's going to work out.

---

[Lunchtime, Ravenholm Cafeteria]

Jasper sits alone, again. After a decently pleasant interaction with another student, he's resolved to open up and participate in the whole 'student life' thing Ravenholm tries to go for. Not a bad plan; the school might've intervened if he kept showing antisocial behaviors. They still might, with how often that boy attends 'therapy'. Then again, maybe I'm biased. Ravenholm did kill me, after all.

I'm sure it'll work out for him; Fate always has a way of working like that. I won't lie, things are gonna get harder for you without me shielding you from people's notice, but I'm sure your 'inner ghosts' will guide you just fine.

...I'll keep an eye out, just in case.


---

After class, you've got a few hours before dinner, then it's therapy, then you usually work on homework and sleep. It's been that routine every day, week, and month since you got here, but lately you're feeling like it's time to stretch your wings. You could practice with your powers more, meet new people, maybe even join one of the ten thousand clubs on offer. You're at a loss for what to do this week, though...

# It is The First Week Of October.
# You have NO Required Interactions this week. (or any week.)
# You are NOT on Mission Alert. (and in fact don't know what that is yet, other than hearing some upperclassmen talk about it)
# Choose TWO Activities: (total, not per category)

Physical:

[ ] Work Out - You're not the most fit person in the world, maybe it's time to change that? You're pretty sure you've heard someone say "a healthy body is a healthy mind" before.

[ ] Train your Powers - You're not really confident in anything that isn't teleporting or seeing ghosts. Maybe explore some of that?
-[ ] Focus on a specific power? (Focusing will reveal more details and progress mastery faster)

[ ] Walk the Grounds - You haven't really explored Ravenholm. You know you're on an island off the west coast, and...that's about it.

Mental:

[ ] Study - There are things you need to know. Maybe not, like, specific things, but things nonetheless.
-[ ] Topic? If not chosen (or vetoed by me on account of it not being available) a topic will be provided randomly, or Jasper will study trivia.

[ ] Relax in the Library - It's quiet, it's familiar, and there are books. What's not to like? You might be able to catch up on the latest Jedi Cop, if they have it in.

[ ] Help Tutor? - Tutoring Daniel wasn't all that bad, actually. Maybe you've got a knack for this? You could politely ask around the library if anyone needs help.

Social:

[ ] Join a club - You should probably do this at some point. Ravenholm (and your therapist) cares about creating a 'community', so you're gonna be expected to participate at some point.
-[ ] Martial Arts - Beating up someone with your bare hands seems silly to you when you have telekinesis, but you can never go wrong learning the basics of CQC. Which you would need to.
-[ ] Track - You heard jogging was a decent way to stay grounded - why not pursue it a little more? Plus, you're curious how teleporting is handled by the school.
-[ ] Chess - You're pretty sure Ravenholm bullies have other things to pick on people for than being a 'nerd', so this might be a cool pastime to pick up.
-[ ] Debate - It's like arguing, but with points. You're not a confrontational person by nature, but learning some speaking skills probably couldn't go amiss.
-[ ] Science - You don't really have any science-y powers, and only a passing interest in the subject to begin with, but maybe you should branch out?
-[ ] Band/Choir - Honestly, they're both the same to you: a way to make music with other people. It would definitely be a good way to meet people.
-[ ] Student Council - Not exactly a club, but you could sit in on a few sessions, maybe look for a non-elected position to help out in.

[ ] Hang Out in Public - You're not gonna lie, it'll probably look weird, but the best way to meet people is to go where the people are.
Spector29 threw 11 10-faced dice. Reason: Wits + Occult Total: 69
5 5 10 10 10 10 8 8 7 7 10 10 10 10 2 2 2 2 1 1 4 4
 
Last edited:
I blame Danny Phantom
but joining band club or just trying practicing music/guitar/singing make me think of Ember
plus this seems a good outlet... unless something anomalous happen

edit
[] Work Out - You're not the most fit person in the world, maybe it's time to change that? You're pretty sure you've heard someone say "a healthy body is a healthy mind" before.

[ ] Study - There are things you need to know. Maybe not, like, specific things, but things nonetheless.
-[ ] music relation to ghost or... just music

the club not sure between debate or band

I'll wait for the other oppinion
 
Last edited:
Back
Top