Tales of a Dream/Celeste

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Celeste Dalton, Ceylon University Sophomore (Normal Form)

Background

Celeste is a second year student at Ceylon University, majoring in biotechnology, in the hopes of helping someday to help find a cure for some of the world's deadliest ailments. She currently resides in the on-campus dorms, and maintains a good (but not spectacular) academic record.

In her spare time, she is also an aspiring author and artist of fiction, a hobby which is fueled by her seemingly boundless curiosity and imagination. She is composing an ongoing fictional story, which can be accessed over the campus's computer networks, and has gained a small fan base amongst Ceylon University students.

Having spent her entire first year clubless, as nothing featured in the previous year's Club Day interested her, Celeste hoped that this year's offerings would be better. Passing by a number of ho-hum and boring booths, Celeste finally comes across the 'Explorers of a Dream' poster. Expecting the club to be some sort of roleplaying or storytelling gathering, she inquires further, but is perplexed at the extremely vague response she receives. With a strange mixture of anger, curiosity as to what this club is supposed to be about, and desire to expose this club as some sort of fraud, she writes her name down on the sign-in sheet..

Apperance

Celeste's Story

Celeste's Story Stuff

Name and brief plot description to come soon.

Character Stats

Total Modifier
STR 12 +0
DEX 16 +1
CON 12 +0
INT 20 +3
WIS 20 +3
CHR 18 +2


  • 38 pts spent

Combat Abilities

  • Attack Bonus: 9 (12 melee)
  • Defense Bonus: 16 (0 non-flatfooted)


Total Stat Purchased Other
Toughness 8 +1 - 8 Force Field
Fortitude 6 +1 5 0
Reflex 8 +3 6 0
Will 11 +5 6 0


  • 35 pts spent

Feats

  • Acrobatic Bluff
  • All-Out Attack
  • Attack Focus (Melee) 3
  • Defensive Attack
  • Dodge Focus 16
  • Evasion
  • Improved Initiative
  • Inspire 5
  • Interpose
  • Leadership
  • Luck 3
  • Master Plan
  • Move-By Attack
  • Power Attack
  • Uncanny Dodge (Auditory)


  • 38 pts spent

Skills

Total Stat Purchased Other
Acrobatics 15 +3 12 0
Bluff 10 +4 6 0
Computers 15 +5 10 0
Concentration 15 +5 10 0
Craft (Art) 15 +5 10 0
Craft (Mechanical) 13 +5 8 0
Diplomacy 16 +4 12 0
Knowledge (Arcane Lore) 11 +5 6 0
Knowledge (Life Sciences) 17 +5 6 6 free
Knowledge (Physical Sciences) 9 +5 4 0
Knowledge (Technology) 11 +5 6 0
Medicine 13 +5 8 0
Notice 15 +5 10 0
Search 11 +5 6 0
Sense Motive 15 +5 10 0


  • 31 pts spent

Powers

  • Miracle Plant/Linkers' Gloves (22 pts)
    • 18 pt Power Array [Celeste's Dream]
    • Feats: Alternate Power x4
    • Miracle Plant: First Aid (18 pts)
      • Healing 6
      • Extras: Total
    • Miracle Plant: Cure (18 pts)
      • Boost (All Powers) 6
      • Flaws: Others Only, Restorative Only
    • Miracle Plant: Sleep (18 pts)
      • Fatigue 8
      • Feats: Reversible, Sedation
    • Miracle Plant: Dispel (9 pts)
      • Nullify Power (Debuffs) 9
      • Flaws: Only Counters Powers
    • Linkers' Gloves: Telekinesis (18 pts)
      • Move Object 8
      • Extras: Range (Perception)
      • Feats: Subtle, Precise
      • Flaws: Action (Full)
  • Royal Armor: Protective Rune/Force Vest: Psi-Field (8 pts)
    • Force Field 8 [Celeste's Dream]
  • Royal Armor: Teleport/Force Vest: Teleport (4 pts)
    • Teleport 2 [Celeste's Dream]
  • Royal Armor/Force Vest (10 pts)
    • 9 pt Power Array [Celeste's Dream]
    • Feats: Alternate Power x1
    • Royal Armor (9 pts)
      • 9 pt Container
      • Self-Regeneration (4 pts)
        • Regeneration (Recovery Rate 2, Bruised 2) 4
      • Magical Illusion (5 pts)
        • Concealment (All Visual) 5
        • Flaws: Still Visible
    • Force Vest (9 pts)
      • 9 pt Container
      • Mind Shield (9 pts)
        • Protection 0
        • Extras: Impervious, Alternate Save (Will)
  • Ward Wand/Caster Gun (34 pts)
    • 24 pt Power Array [Celeste's Dream]
    • Feats: Alternate Power x10
    • Ward Wand: Rapid Strike (24 pts)
      • Damage 12
      • Extras: Autofire
    • Ward Wand: Wand Extension (24 pts)
      • Damage 12
      • Feats: Extended Range 6, Knockback 6
    • Ward Wand: Warding Strike (24 pts)
      • Damage 12 + Mind Control 12
      • Extras (Mind Control Only): Area (Cylinder)
      • Flaws (Mind Control Only): Range (Touch), Limited (Can Only Force Avoidance)
    • Ward Wand: Polevault (3 pts)
      • Leaping 3
    • Ward Wand: Debilitating Strike (18 pts)
      • Damage 12 + Drain (Any One Trait) 12
      • Flaws: Action (Full)
    • Caster Gun: Needlethread (24 pts)
      • Damage 12
      • Extras: Range (Ranged), Penetrating
      • Flaws: Unreliable (5 uses)
    • Caster Gun: Split-Fingered Fastball (24 pts)
      • Damage 12
      • Extras: Range (Ranged), Autofire 2 (+1/+1)
      • Flaw: Unreliable 2 (1 use)
    • Caster Gun: Legislative Veto (18 pts)
      • Nullify (Offensive Powers) 18
      • Extras: Area (Burst), No Saving Throw
      • Flaws: Only Counters Powers, Unreliable 2 (1 Use)
    • Caster Gun: Heartbreaker (24 pts)
      • Drain Fortitude 12 + Drain Will 12
      • Extras: Range (Ranged), Insidious
      • Extras (Drain Will only): Alternate Save (Will)
      • Flaws: Unreliable 2 (1 Use)
    • Caster Gun: Fatal Attraction (24 pts)
      • Environmental Control (High Gravity) 12
      • Extras: Independant, Selective
      • Flaws: Unreliable 2 (1 Use)
    • Caster Gun: Penalty Box (24 pts)
      • Snare 12
      • Extras: Constricting, Regenerating, Transparent
      • Flaws: Action (Full), Unreliable 2 (1 Use)


  • 78 pts spent

Total

  • Character Stats (18) + Combat Abilities (35) + Feats (38) + Skills (31) + Powers (78) = 220/220 pts

Neide, Princess of the Kingdom of Tehn (Dream Form 1)

Background

Neide is Celeste's dream form, and the basis upon which Celeste is writing her story. This story is actually a (fairly close) adaptation of her initial dream adventures, with occasional storylines based upon her real life "adventures". In the dream world, however, all the events serving as the basis of the story, including those not yet written about, have already long come to pass; Neide is no longer a mere traveler but the Tehn Kingdom's princess, renown for her incredible healing abilities thanks to the Miracle Plant. This fact causes her to become slightly embarrassed when in this form around people who follow Celeste's story, as this appearance spoils the story's outcome.

Neide also holds a couple of the kingdom's treasures, a suit of enchanted royal armor and a wand with as of yet unknown warding powers, as a means to defend herself. As she does not enjoy fighting except when absolutely necessary, they are typically only used as means of self defense.

Character Stats

Total Modifier
STR 12 +1
DEX 16 +3
CON 12 +1
INT 20 +5
WIS 20 +5
CHR 18 +4


  • 38 pts spent

Combat Abilities

  • Attack Bonus: 0 (+12 melee)
  • Defense Bonus: 16 (0 non-flatfooted)


Total Stat Purchased Other
Toughness 8 +1 - 2 Protection, 6 Force Field
Fortitude 10 +1 9 0
Reflex 13 +3 10 0
Will 15 +5 10 0


  • 29 pts spent

Feats

  • Acrobatic Bluff
  • All-Out Attack
  • Attack Focus (Melee) 12
  • Defensive Attack
  • Dodge Focus 16
  • Evasion
  • Improved Initiative
  • Inspire 5
  • Interpose
  • Leadership
  • Luck 3
  • Master Plan
  • Move-By Attack
  • Power Attack
  • Uncanny Dodge 2 (Auditory, Magic)


  • 48 pts spent

Skills

Total Stat Purchased Other
Acrobatics 15 +3 12 0
Bluff 10 +4 6 0
Computers 15 +5 10 0
Concentration 15 +5 10 0
Craft (Art) 15 +5 10 0
Craft (Mechanical) 13 +5 8 0
Diplomacy 16 +4 12 0
Knowledge (Arcane Lore) 11 +5 6 0
Knowledge (Life Sciences) 17 +5 6 6 free
Knowledge (Physical Sciences) 9 +5 4 0
Knowledge (Technology) 11 +5 6 0
Medicine 13 +5 8 0
Notice 15 +5 10 0
Search 11 +5 6 0
Sense Motive 15 +5 10 0


  • 31 pts spent

Powers

  • Ainel Transformation (2 pts)
    • Morph 1
    • Feat: Metamorph
  • Royal Armor (28 pts)
    • Device (Hard to Lose) 7
  • Miracle Plant/Ward Wand (54 pts)
    • Device (Easy to Lose) 18


  • 84 pts spent

Total

Stats (38) + Abilities (29) + Feats (48) + Skills (31) + Powers (84) = 230/230 pts

Devices

  • Royal Armor
    • Lightweight, flexible armor worn by Tehn royalty. Enchanted with a spell to offer protection to its' wearer far beyond its' natural durability. It has a majestic appearance to it, and is decorated with the royal crest of her kingdom.
    • 35 pt Hard to Lose Device (34 pts spent) [Magical, Kingdom of Tehn, Armor, Celeste's Dream]
    • Protective Rune (10 pts)
      • A magical rune of protection enchanted upon the armor to grant it extraordinary protection against all forms of attack.
      • Protection 2 + Force Field 6 + Immunity (Critical Hits) 2
    • Immovable (1 pt)
      • Immovable 1
    • Self-Regeneration (12 pts)
      • A persistant healing spell imbued into the armor that grants the bearer a greatly enhanced ability to recover from damage.
      • Regeneration (Recovery Bonus 3, Bruised 3, Injured 2, Staggered 3, Unconscious 1) 12
    • Teleport (6 pts)
      • By invoking a specific magic spell enchanted in the Royal Armor, Neide can use it to teleport rapidly out of the way of hazardous situations.
      • Teleport 3
    • Magical Illusion (5 pts)
      • The Royal Armor's protective magic can also conjure up false images of Neide as a means of self defense, causing enemies to swing wildly at targets that don't truly exist.
      • Concealment (All Visual) 5
      • Flaws: Still Visible


  • Miracle Plant
    • A small crystal which continuously glows a faint, warm green color. Is said to be able to heal any disease, no matter how deadly.
    • 48 pt Easy to Lose Device (42 pts spent) [Magical, Crystal, Celeste's Dream]
    • Miracle Plant Powers (39 pts)
      • 36 pt Power Array
      • Feats: Alternate Power x3
      • First Aid (36 pts)
        • The Miracle Plant's most well known ability is the ability to cure wounds and diseases of many different sorts.
        • Healing 12
        • Extras: Total
      • Cure (36 pts)
        • The Miracle Plant can also restore the natural ability of targets that have been cursed or magically weakened in any way.
        • Boost (All Traits) 12
        • Flaws: Others Only, Restorative Only
      • Sleep (26 pts)
        • As a means to ease pain during some of the potentially more painful procedures, the Miracle Plant can also be used to sedate and render a target unconscious for the duration of the procedure.
        • Fatigue 12
        • Feats: Reversible, Sedation
      • Dispel (18 pts)
        • The Miracle Plant can also dispel harmful magic and other powers that may be afflicting an unwilling target.
        • Nullify Power (Debuffs) 18
        • Flaw: Only Counters Powers
    • Bless (3 pts)
      • The Miracle Plant might even make miracles happen, averting a disastrous situation with a little prayer.
      • Luck Control (Using Hero Points On Others' Behalf) 1


  • Ward Wand
    • A wooden staff with a number of small jewels embedded within. Believed to have some ability to repel enemies, but the nature of that ability is still unknown; it is currently used mostly more as a martial arts staff with a few magical tricks to it than any sort of mighty overbearing force of destruction or repulsion.
    • 42pt Easy to Lose Device (41 pts spent) [Magical, Kingdom of Tehn, Staff, Wood, Celeste's Dream]
    • Ward Wand Powers (40 pts)
      • 36 pt Power Array
      • Feats: Alternate Power x4
      • Rapid Strike (36 pts)
        • Neide strikes almost unnaturally rapidly with the wand, pummeling a foe to submission.
        • Damage 12
        • Extras: Autofire 2
      • Warding Strike (36 pts)
        • Neide strikes a foe with the wand as it begins to glow with a magical power, causing the afflicted to want to turn away and leave the immediate area.
        • Damage 12 + Mind Control 12
        • Extras: Targeted Area (Cylinder) [Mind Control only]
        • Flaws: Range (Touch), Limited (Can Only Force Avoidance) [Mind Control only]
      • Wand Extension (36 pts)
        • Neide points the Ward Wand at an enemy, and it magically extends outward, striking an enemy and sending it flying backwards. Over time, she has also folded her Debilitating Strike maneuver into this attack, also weakening them in preparation for further assault.
        • Damage 12 + Drain Fortitude 12
        • Feats: Extended Reach 6, Knockback 6
      • Polevault (7 pts)
        • Neide anchors the base of the Ward Wand into the ground; from there, she can cause it to magically extend outward as in Wand Extension, allowing her to use it to polevault high into the air.
        • Leaping 7
      • Razor Wind Gust (36 pts)
        • As Neide sweeps the Ward Wand in a forward arc across the battlefield, she can cause a sharp gust of wind to rage across the battlefield before her, cutting up her foes.
        • Damage 12 [Wind]
        • Extras: General Area (Cone), Selective
    • Detect Magic (1 pt)
      • Super-Senses 1 [Detect (Magic)]: 1 pt

Ainel, Leader of the White Rose (Dream Form 2)

Background

Heroine of a second, much lesser known story of Celeste's, abandoned very early in due to Celeste no longer having (or possibly merely no longer remembering) any dreams in this world. In sharp contrast to the almost cavity-inducing sugar coated blissful optimism of the adventures of the Miracle Princess Neide, the tales of Ainel are a far more hard fought struggle to create peace and happiness from where there was none. Ainel serves as the leader of the "White Rose", a small rebellion group in a far futuristic setting that struggles to find a way to end a long and bitter war between the people of two planets, and does so with her psionic powers and artifacts, which can subdue foes without so much as leaving a scratch on their skin.

Character Stats

Total Modifier
STR 12 +1
DEX 16 +3
CON 12 +1
INT 20 +5
WIS 20 +5
CHR 18 +4


  • 38 pts spent

Combat Abilities

  • Attack Bonus: 0 (+12 ranged)
  • Defense Bonus: 14 (0 non-flatfooted)


Total Stat Purchased Other
Toughness 8 +1 - 2 Protection, 6 Force Field
Fortitude 10 +1 9 0
Reflex 13 +3 10 0
Will 15 +5 10 0


  • 29 pts spent

Feats

  • Acrobatic Bluff
  • All-Out Attack
  • Attack Focus (Melee) 12
  • Defensive Attack
  • Dodge Focus 16
  • Evasion
  • Improved Initiative
  • Inspire 5
  • Interpose
  • Leadership
  • Luck 3
  • Master Plan
  • Move-By Attack
  • Power Attack
  • Uncanny Dodge 2 (Auditory, Magic)


  • 48 pts spent

Skills

Total Stat Purchased Other
Acrobatics 15 +3 12 0
Bluff 10 +4 6 0
Computers 15 +5 10 0
Concentration 15 +5 10 0
Craft (Art) 15 +5 10 0
Craft (Mechanical) 13 +5 8 0
Diplomacy 16 +4 12 0
Knowledge (Arcane Lore) 11 +5 6 0
Knowledge (Life Sciences) 17 +5 6 6 free
Knowledge (Physical Sciences) 9 +5 4 0
Knowledge (Technology) 11 +5 6 0
Medicine 13 +5 8 0
Notice 15 +5 10 0
Search 11 +5 6 0
Sense Motive 15 +5 10 0


  • 31 pts spent

Powers

  • Neide Transformation (2 pts)
    • Morph 1
    • Feat: Metamorph
  • Force Vest (28 pts)
    • Device (Hard to Lose) 7
  • Linkers' Gloves/Caster Gun (54 pts)
    • Device (Easy to Lose) 18


  • 84 pts spent

Total

Stats (38) + Abilities (29) + Feats (48) + Skills (31) + Powers (84) = 230/230 pts

Devices

  • Force Vest
    • A form-fitting lightweight vest made of a synthetic fiber conductive to psionic power, allowing for easy application and maintenance of psionic powers applied to Ainel's immediate body. It is black and gold in color, decorated with the emblem of the White Rose.
    • 35pt Hard to Lose Device [Psionic, Armor, Technological, Celeste's Dream]
    • Psi-Shield (8 pts)
      • Protection 2 + Force Field 6
    • Immovable (1 pt)
      • Immovable 1: 1 pt
    • Teleport (6 pts)
      • Ainel can use her powers to cause a spacial distortion immediately surrounding her, allowing for the usage of short range teleports.
      • Teleport 3
    • Mind Shield (12 pts)
      • The Force Vest can be used to project a reinforced mental shield, which keeps enemy psychics from entering Ainel's head and manipulating it.
      • Protection 0
      • Extras: Impervious, Alternate Save (Will)
    • Flight (2 pts)
      • The Force Vest can even be used to propel Ainel into a very simple form of flight.
      • Flight 1
    • Permeation (2 pts)
      • Ainel can channel psychic power through the Force Vest to allow her to temporarily slip through solid objects as if they weren't even there.
      • Super-Movement (Permeate) 1
    • Speed (3 pts)
      • Speed 3


  • Linkers' Gloves
    • An ancient relic from a society of alien psychics known as the "Linkers". These powerful gloves amplify the wearer's natural psionic prowess, allowing for much greater flexibility with power usage. While Ainel does not use her psionic powers to inflict direct, lasting harm on enemies, she has no reservations about manipulating enemies or inflicting debilitating weaknesses upon them.
    • 48pt Easy to Lose Device [Psionic, Gloves, Technological, Celeste's Dream]
    • Linkers' Gloves Powers (38 pts)
      • 36pt Power Array
      • Feats: Alternate Power x2
      • Hypnosis (36 pts)
        • Ainel can use psychic commands in order to cause a target to fall into a deep sleep.
        • Fatigue 12
        • Extras: Range (Perception), Alternate Save (Will)
        • Flaws: Action (Full)
      • Mind Bullet (36 pts)
        • Ainel can even damage an opponent by channeling high amounts of psychic energy into their mind.
        • Damage 12
        • Extras: Range (Perception), Alternate Save (Will)
        • Flaws: Action (Full)
      • Telekinesis (35 pts)
        • Ainel can move even seemingly colossal objects about easily with telekinetic power.
        • Move Object 11
        • Extras: Range (Perception)
        • Feats: Subtle, Precise
    • Telepathy (6 pts)
      • Communication (Mental) 3 + ESP (Mental) 3
    • Psychic Vision (4 pts)
      • Super-Senses (Vision Counters Concealment, Vision Counters Illusion) 4


  • Caster Gun
    • A custom built gun capable of firing compact, custom made bullets called "Caster shells", used by Ainel only as a last resort when more passive means of handling a problem prove to be ineffectual. Each of these bullets is uniquely designed to fire, detonate, or explode in some unique fashion, often by means so complex one might think they're magical (thus the name). On top of being complicated to produce, Ainel intentionally only carries a small handful of bullets on her at any one time, to help remind her that this gun is only to be fired in true emergencies.
    • 42pt Easy to Lose Device [Gun, Technological, Celeste's Dream]
    • Caster Gun Powers (42 pts)
      • 36pt Power Array
      • Feats: Alternate Power x6
      • #32 'Split Fingered Fastball' (36 pts)
        • A simple Caster shell which when fired explodes in midair, splitting into a large array of smaller bullets which impact in series on an opponent.
        • Damage 12
        • Extras: Range (Ranged), Autofire 3
        • Flaw: Unreliable 2 (1 Use)
      • #8 'Needlethread' (24 pts)
        • A very basic Caster shell whose sole function is to pierce through thick or otherwise difficult objects, and as a result, Ainel carries several shells of this type around. Used primarily against nonliving enemies, whom have an annoying resistance to most other Caster shells, or when she has exhausted her supply of alternate shells.
        • Damage 12
        • Extra: Range (Ranged), Penetrating
        • Flaw: Unreliable (5 Uses)
      • #76 'Legislative Veto' (36 pts)
        • A Caster shell typically used to defeat opposing incoming attacks, this shell collapses into a micro black hole upon contact with an incoming attack, sucking it in before fizzling away harmlessly.
        • Nullify (Offensive Powers) 18
        • Extras: Area (Burst), No Saving Throw
        • Flaws: Only Counters Powers, Unreliable 2 (1 Use)
      • #15 'Heartbreaker' (24 pts)
        • Drain Fortitude 12 + Drain Will 12
        • Extras: Range (Ranged), Insidious, Alternate Save (Will) (on Drain Will only)
        • Flaws: Unreliable 2 (1 Use)
      • #53 'Fatal Attraction' (36 pts)
        • Firing this Caster shell into the air creates a gravity well upon explosion, causing everything besides targets programmed into the shell prior to firing to suffer under the effects of greatly increased gravity.
        • Environmental Control (High Gravity) 12
        • Extras: Independant, Selective, Total Fade
        • Flaws: Unreliable 2 (1 Use)
      • #17 'Penalty Box' (36 pts)
        • This Caster shell, upon impact with the target, forms a number of tightly binding energy rings around the opponent, which gradually wear an opponent down over time.
        • Snare 12
        • Extras: Backlash, Constricting, Regenerating, Transparent
        • Flaws: Action (Full), Unreliable 2 (1 Use)
      • #86 'Clean Sweep' (36 pts)
        • This Caster shell, when fired into the air above the battlefield, splits into many small fragments, which rain down pinpoint electrically charged energy blasts onto the enemy which rip through enemies and leave them weakened.
        • Drain Toughness 12 + Damage 12 + Stun 12
        • Extras: General Area (Cylinder), Selective, Alternate Save (Toughness) (on Drain Toughness only)
        • Flaws: Unreliable 2 (1 Use)
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