Celestial Wind

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Celestial Wind
Celestial Wind's costume is basically street clothes
Author /u/ShellMerc
Civilian name Claire Reed
Alignment Villain
Affiliation Unaffiliated (Devilfish)
Born Ashton, Washington
Status Active



Celestial Wind has gained a reputation for causing a commotion where they go, using her powers for self gain as much as for getting a rise out of people. They've been open about their distaste of the old city of Ashton, fleeing to Devilfish after a confrontation with a PRT Strike Team resulted in one of the troopers shooting an ally in the confusion.


Character Sheet

Appearance

Celestial Wind's Mask


Equipment and Resources

Wealth Level: 3

  • Part time job at a bar in town as a bar back.
  • Costume elements, mostly their street clothes.
  • An apartment in town, run down and cheap.
  • Laptop
  • Pocket knife
  • Collects trading cards
*MtG
*Pokemon
*Digimon
*Weiß Schwarz


Skills and Specializations

  • Drink mixing and food pairings.
  • G.E.D. completion
  • Pretty good at the bass guitar

Mentality

Celestial Wind is a troublemaker, a hooligan, and can be seen as outright mean sometimes. But they're just in it for the fun, not actively harming anybody beyond more than a prank or ruined day.

Power

Trigger type: Natural Cluster

Main power

Main Power (Master/Stranger)

The PRT's worst nightmare and the very epitome of why Master/Stranger protocols exist. Celestial Wind can create a limited clone of somebody within a 20' range of her, she can leave the clone to autonomy and it will act as best it can to blend in and make itself indistinguishable from the original. If she chooses to perceive through any of the clone's senses it loses the ability to act of its own will and once she is no longer controlling it then it will be fade from existence. Her replicas are fragile and any impact on the same level of a baseline human punch is enough to destabilize them and again cause them to fade from existence. The clones react to Celestial as their counterparts would, but are inherently sympathetic to her, not pursuing her even if capture is viable. If faced with their original do their best to blend in, so they would react as closely to what their counterparts would. E.g. Throwing accusations of being copied, violence, or ignoring the issue.

Sub powers

Secondary Power (Mover)

She has flight, manifesting a constantly flowing (even if there is no wind) cape in a white and blue swirled design when using this aspect of her power. She's slightly faster than the average in city speed limit (55km/h) putting her at roughly 60km/h or 37mph.

Secondary Power (Thinker)

In exchange for the weakening of her powers, she can shift the focus into another, this essentially sacrifices some of her powers to boost others. All of her powers act on a basic baseline but go up in stages as others are essentially discarded to allow for greater freedoms in the others. However once a power has been discarded is is rendered unusable and everything will take some time to get back to the baseline, this is usually a course of 24 hours once the boosted power is no longer being used.

Powers Baseline Level 2 Level 3 Level 4
Clones (Master/Stranger) See above Clones are peak human strength, endurance, and agility. Clones gain a regeneration equivalent to the baseline regeneration power. All gear that would be carried by the clones is considered to be functional, tinkertech is replicated to work as the closest relative common item.
Flight (Mover) See above Control over direction and turning becomes more adept. E.g. Allowing for backwards flight Flight speed is maxed out, reaching 50 mph (80 km/h) Flight speed stays the same as Level 2, but acceleration is greatly increased. Going from 0 to 50 in only 12 seconds. Flight replaced by short range teleportation, limited by LOS and roughly a block of distance per jump.
Cognito (Striker) See above The duration of effect is doubled, potency is not affected. To the affected target, the day-dream feels much more real. Up to the point where injuries that occur may leave a psychosomatic effect, or imagined pains. The effect may be temporarily imbued into certain organic, non-living substances. These act as individual charges of the power, but only remain charged for 30 minutes and are one use.
Regeneration (Brute) See above Regeneration times are halved, decay of regeneration is halved. This results in a longer possible healing time out of combat. Skin reaches a base durability of leather. Regeneration times are halved again, decay of regeneration is halved again. Bones harden comparable to topaz. Damage isn't repaired at the level, everything is redundant. Organs, skin, bones, muscles all work together to take on the functions of each other should one fail. Rendering the cape truly adaptable. Healing doesn't start until combat is officially over and all threats are gone. But when it does adaptations fail rapidly and healing kicks in at an incredible rate.

Secondary Power (Striker)

One of the secondary aspects that she picked up was a minor cognito-hazard that she can pass to others via touch, this renders them in a state of non-awareness of their surroundings. For most this results in something like day-dreaming or being lost in their own thoughts until the hazard runs it's course, however those with higher levels of awareness are less effected by the hazard as it only slightly hampers them. In layman's terms the affected target would have trouble focusing, more akin to a bad day for somebody with ADHD. Parahumans are effected, but to a lesser extent depending on their powers, those with heightened senses may find themselves operating at a minor deficiency instead of being debilitated.

Secondary Power (Brute)

Celestial Wind's durability would be baseline human if it weren't for her final cluster-mate's addition to her power. She has a regeneration that allows for shifting resistance to damage, however like her Thinker power these resistances fade over time, even faster once she is no longer exposed to the source or threat.

Powers Healing Speeds
Gunshot The skin and flesh will knit around the bullet, not pushing it out and will require her to dig it out later. The entry wound, and possible exit wound, will generally close up after a short time. (5 minutes) If there is any internal injuries then they will take far longer as the complexity increases.
Knife Wound The incision will heal, stopping bleeding and allowing her to keep moving and fighting, but any internal injuries will take longer to heal. The superficial damage will generally heal after about 5 minutes while any internal injuries will take far longer as the complexity increases.
Broken Finger A broken finger will set itself in combat after about a minute. (1 minute)
Shattered Rib Healing is slower if there is more damage around the area of impact, but the bone will generally start to knit after a few minutes. (5 minute)

Cluster Mechanic

Once every 7 days the members of this cluster will be shunted into a dream room. While every member will be forced to enter, there is nothing preventing any member from simply leaving after the connection is established. Powers cannot be used in the dream room, and no actual changes to the real world can be made via actions inside the dream room.

The dream-room resembles the vacation cabin that the the cluster triggered in, like a snapshot of their surrounding at the moment of their trigger, straying more than 10 feet from the outer walls of the cabin is impossible, as what resembles a storm acts as a impassible barrier, glimpses of a hazy humanoid silhouette can occasionally be seen deep inside the storm, but this is simply a part of the scenery.

Backstory

Claire grew up in Ashton with a tight nit group of friends from Elementary school up to graduation, some came and went but the core would never forget each other. She had a loving family and a good home to go back to, alongside all of her friends homes. Each was a place that they would be welcomed with open arms.

Trigger Event

Ashton's heroes had pulled through, Plague Doctor's plot to eradicate the city had been thwarted, just in time to restore the people's faith in the local parahuman population. And like so many other people, one group of friends had chosen to celebrate.

Isabelle was the rock that held the group together, sure there were other friendships among the group, but Everyone had Isabelle in-common, and she was the right kind of person to deal with the various personalities when they clashed on occasion.

It also happened that Isabelle had relatively-wealthy relatives, the kind of relatives that had a holiday cabins in the mountains, despite only using it once every decade. And lucky for them Isabelle had somehow convinced her Aunt to let them spend a week there for 'We aren't dead' celebrations. A small road trip into the mountains later, and they were set to have a good time.

Food, Drinks, Board games, some old game consoles, and good company meant that thing were looking good. Although there were a number of cabins in this stretch of wilderness, Isabelle's Aunt had said the Properties were abandoned, which was fine, it meant they could be as loud as they wanted without complaints from the neighbors.

Things had gone well at first but all good things must come to an end. In the aftermath everyone could pinpoint when things had changed from a fun vacation to something entirely different. It had all started when the Weather had taken a turn for the worse.

Nightmares had plagued everyone's sleep. Things started subtly. The atmosphere had grown odd, filled with anxiety, and distrust. Old grievances that had been long buried and forgiven had come to the forefront of everyone's memory, feeling fresh and raw.

Personal belongings were misplaced and moved, and no one would take credit for snooping in each others belongings, only adding to the distrust. People would swear that they had heard the others whispering about them from the other room, but this would be denied. The wind and rain were a constant presence outside the large cabin.

Isabelle was suffering from near-constant nosebleeds, and others were getting headaches, this had initially been chalked up to the higher atmosphere up in the mountains.

One morning the presence of a skinned and flayed deer lying in a puddle of blood in the living room had changed things dramatically. The changes were more overt now. The weather was like a hurricane outside, and yet the cabin was intact, the power was functional, although the TV and radio were static, and the cell service was flopping between zero and one bar of service.

The hallucinations were more blatant, voices, howling, feelings of dread. Someone or something was tormenting them. Why? Had one of them done something, and simply dragged the whole group into this fate?

They couldn't escape, the likely hood of calling for help was slim with their cell service this spotty. Isabella had taken thing the worse. her eyes were frenzied, she said they deserved this. She was manic, this had the effect of actually calming the group, as they prioritized watching out for their mutual friend.

They took shifts to sleep, and the nightmares were worse than ever. Whatever limited sleep they had was shattered when They heard the front door open, the howling wind entering inside, as Isabelle stepped out into the maelstrom, only for her flesh to be flayed from her body by the unnatural wind and rain.

TRIGGER

The form of the cape was now visible, The group trigger had stunned the killer, his power requiring concentration, and time to ramp up. The presence of five very traumatized, very angry new parahumans wanted retribution for the death of their friend, and the torment he'd caused them. His fate was sealed.