CYBER KEY PLOT ORGANIZATION POST

Sep 07, 2011 13:45



The intact Cyber Key. Constructed from alien crystal (blue) and metal alloys (orange/gold), it is actually quite a bit shinier than drawn by my poor hand. It's about a foot and a half tall, weighs about ten pounds, and is, in fact, capable of hovering on its own when set in midair.

Its shards weigh less than two pounds, each, and while not capable of hovering do glint ever-so-appealingly, visually encouraging anyone who sees them to pick them up. Even touching the metal or crystal gives the urge to say "Cyber Key Power" (note that the urge can be overwhelmed, but even whispering it is enough) and activate its abilities.

Each ability lasts for five minutes, and requires a few hours' cooldown.


KEY SHARD #1 - SHIELDING
ORIGINAL LOCATION - Caribbean Ocean. Divers are quick to obtain the item, but they're not sure what to do with it.
POWER DESCRIPTION User of the Shard will be surrounded by a physically impenetrable (barely visible) shield that's only an inch or so off their body and anything they're wearing during activation. It will also stop things like electricity/fire/ect, though magic is fair game to pass. Hypothetically they could also go underwater/in to space with it - the pressure inside would stay the same, and there's enough air so long as they aren't panting heavily - though it's, uh, kindof suggested that they come back to safety before it's over because otherwise it's going to really freaking suck for them.


KEY SHARD #2 - Speed Boost
ORIGINAL LOCATION - African Veldt. By the time anyone gets there, there's some animal interest, including a pride of lions making use of the other animals hanging out...
POWER DESCRIPTION User of this power will be granted superspeed, able to reach speeds of up to Mach 1. For the sake of ease, their clothing and shoes (assuming they wear any such) will also be granted this power, so they don’t suddenly disintegrate. They will also be given quicker reflexes so that they do not crash in to walls. If they are in motion when the power wears off they’re going to stay in motion...but be unable to stop...and have no more reflexes.


KEY SHARD #3 - Feral
ORIGINAL LOCATION - Australian Islands. While wooded, the fact that the Shard made its own crater helps to locate it.
POWER DESCRIPTION Physically, the user of this Shard not exactly changing in to an animal but they definitely take on animal characteristics - the specifics can be up to them, but the power itself remains the same. They’ll have an increase of strength and speed that will equate them to about a tiger, as well as senses akin to a wolf’s. Their mind, however, will be a lot more primitive/animistic. And the more they use the shard's power, the longer the primitive mind will linger afterwards; if they pump themselves constantly, then they can be looking at a day of animistic tendencies afterwards.


KEY SHARD #4 - Mass Shifting
ORIGINAL LOCATION - Just outside of the City. Its crater just avoids mucking up the road. Look, a new tourist attraction!
POWER DESCRIPTION Basically they can either rise up to 30 feet tall, or down to about a half foot, give or take an inch or so. Laws of physics that would suggest they move slower/be crushed by their own weight/ect do not apply, and they can control at will how big they are. However, if they shrink, it is again suggested they come back to safety before the time limit goes up because otherwise...well...messy.


KEY SHARD #5 - Metal Shaping
ORIGINAL LOCATION - Peruvian Caverns. The shard manages to pierce through stone and cement itself in a cavern as its new keystone, but removal may result in collapse...
POWER DESCRIPTION When this Shard is used, a gauntlet of metal covers the user’s arm - and it can will bend, flow, and reshape itself to their though will. It will not necessarily become more durable but they can force it so if they mentally want it to, but that would require a redution in size; a smaller, higher-mass piece on average can take more than a thinner, lighter piece. But they could turn it in to a shield or sword or armor or whathaveyou. They can also come in to contact with more metal and absorb it in to the mass, but, again, they should probably not be covered in it by the time the time runs out or else they’ll need some tools to remove it.


KEY SHARD #6 - Physical Empathy/Regeneration
ORIGINAL LOCATION - Egypt, specifically near the ruined Pyramid of Djedefre.
POWER DESCRIPTION This Shard will grant someone the power of rapid healing...and of taking on other’s injuries through touch. Basically, they take someone’s broken arm by touching said arm/focusing the power - and then they rapidly heal it. That example will take about three-four minutes, smaller ones will heal faster, larger ones will take longer. The thing to remember here is that once the power is up? The wounds, or what’s left of them, are still there.


KEY SHARD #7 - Energy Manipulation
ORIGINAL LOCATION - Russian Tundra, where it's COLD and there's ICE and the crater walls are slick and treacherous.
POWER DESCRIPTION Not so much electricity as general energy, though the former can be used as the latter. But, well, they can use it in a similar way of Metal Shaping; it reacts to will, they can create energy sword/shield/armor/whathaveyou, and will also get a ‘base’ amount to work with. In this case, though, once their time is up, if they’ve absorbed any more, it’ll simply explode out from them in a burst.
Previous post Next post
Up