Davies
Legend
Sir Ashuha
For most of the Imperium's history, little was known about the stellar nation location on the trailing coreward border of the Imperium's territorial claims beyond the fact that there was a polity there, and those who inhabited welcomed neither trade nor exploration. The few who traveled there and returned did so with their personal memories erased, along with blanked recording devices and wiped computer banks; neither did any documented voyagers come from there. After a fleet of military vessels came back in that blanked condition following an attempt to determine the fate of an earlier scouting mission, the Senate decided to issue commands forbidding travel in that direction, and await future developments.
Those developments came after the end of the Schism Wars and the departure of the Armada. Within a week, a vessel emerged from hyperspace in the adjoining sector and contacted the local governor, claiming to be an emissary from the Yusei Star Kingdom sent to establish relations with the Imperium. This was quickly accomplished, a treaty was signed, and a limited amount of trade began between the two nations, along with some contact between the mystics of the Imperium and their counterparts among the Yusei. Over the century that followed, two more emissaries were sent from the Star Kingdom to continue to maintain diplomatic ties.
Sir Ashuha was the last of these, arriving in the Imperium not long after the defeat of Galactor and present throughout the Imperium's slow transformation. In the immediate aftermath, the Crimson King informed him that he was no longer welcome in the Crimson Imperium, likely expecting that the emissary would return to his homeland. This led to one of the few times the Crimson King has been surprised, for Sir Ashuha promptly responded to his dismissal by volunteering his services to the fleet of exiles who were planning to depart, guiding them safely to the Technate and protecting them against attacks by pirates and space monsters along the way.
In delivering this fleet to the Technate, Sir Ashuha created a difficult problem for his new hosts. On the one hand, the Technate neither had nor wanted diplomatic relations with the incredibly distant Yusei Star Kingdom, and their emissary was a mystic and thus a monster in their eyes. However, it would be incredibly bad optics for the Technate to turn away the hero of a second Armada. The matter was finally resolved by granting Sir Ashuha a provisional diplomatic charter, to be revoked at the discretion of any Technate authority.
Ever since then, he has remained within the Technate's borders, quietly learning about this state and offering his assistance when he sees fit. His motive, he will frankly admit, is to amuse himself, but he strives to uphold the good name of his homeland, and perhaps to ease some of the fears that the populace of the Technate feels about persons with powers. To that latter end, he has sometimes found himself allied with Captain Mystic, and finds her somewhat fascinating, though their relationship has only ever been friendly despite what some gossips would suggest.
Ashuha's powers are similar to those of the mystics, but the philosophy behind them is very different; rejecting both the asceticism of the Starlight Path and the sadism of the Nightmare Path, his way is much more of the world, a strong regard for the natural and an acceptance of the weaknesses of the living. He also wields a different sort of weapon, a physical blade jacketed by the same sort of force field that he can generate around his own person. Beyond this, his strength, stamina, and reaction speed are all well-above Chiraben norms, which would seem to support the Yusei claim that, despite being humanoid, they are not Chiraben in origin.
The emissary travels aboard a Yusei spacecraft unlike any ship found in the Technate, making him instantly recognizable. It is crewed by artificial intelligences who frequently download themselves into robotic bodies in order to perform physical labor aboard the ship. As this is incredibly illegal under Technate law, they make themselves scarce while visitors are aboard, with the notable exception of the ship's guiding intelligence, who sometimes uses an android body to pose as Ashuha's (nonexsistent) younger sister, Shisame.
Sir Ashuha -- PL 10
Abilities:
STR 5 | STA 6 | AGL 6 | DEX 6 | FGT 11 | INT 3 | AWE 4 | PRE 3
Powers:
Bonded Starsword: Damage 6, Penetrating 6, Accurate; Easily Removable (-5 points) - 8 points
Defensive Shielding: Immunity 10 (life support), Quirk (limited to approximately 30 minutes); Sustained Protection 2, Impervious 6 - 17 points
Longevity: Immunity 1 (aging) - 1 point
Touched by the Essence: Senses 4 (danger sense, acute extended mystical awareness) - 4 points
Translator Circuit: Comprehend Languages 2 (speak and understand all languages) - 6 points
Equipment:
Space Frigate: Size Gargantuan; Strength 12; Speed 14 (air/space); Defense 6; Toughness 11; Features: Living Quarters, Personnel; Powers: Blaster Cannons (Ranged Damage 10), Warp Drive (Movement 3 [space travel]).
Advantages:
All-Out Attack, Attractive, Diehard, Equipment 12, Fearless, Great Endurance, Improved Critical (Laser Sword), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 4, Ritualist, Takedown, Uncanny Dodge
Skills:
Acrobatics 4 (+10), Athletics 6 (+11), Close Combat: Laser Sword 1 (+12), Expertise: Galactic 8 (+11), Expertise: Magic 6 (+9), Insight 6 (+10), Perception 6 (+10), Persuasion 8 (+11), Vehicles 3 (+9)
Offense:
Initiative +10
Unarmed +11 (Close Damage 5)
Starsword +14 (Close Damage 6, Crit 19-20)
Defense:
Dodge 10, Parry 12, Fortitude 6, Toughness 8/6, Will 12
Totals:
Abilities 80 + Powers 36 + Advantages 29 + Skills 24 + Defenses 14 = 183 points
Complications:
Thrills--Motivation. Fame. Honor (uphold the good name of the Star Kingdom.)
For most of the Imperium's history, little was known about the stellar nation location on the trailing coreward border of the Imperium's territorial claims beyond the fact that there was a polity there, and those who inhabited welcomed neither trade nor exploration. The few who traveled there and returned did so with their personal memories erased, along with blanked recording devices and wiped computer banks; neither did any documented voyagers come from there. After a fleet of military vessels came back in that blanked condition following an attempt to determine the fate of an earlier scouting mission, the Senate decided to issue commands forbidding travel in that direction, and await future developments.
Those developments came after the end of the Schism Wars and the departure of the Armada. Within a week, a vessel emerged from hyperspace in the adjoining sector and contacted the local governor, claiming to be an emissary from the Yusei Star Kingdom sent to establish relations with the Imperium. This was quickly accomplished, a treaty was signed, and a limited amount of trade began between the two nations, along with some contact between the mystics of the Imperium and their counterparts among the Yusei. Over the century that followed, two more emissaries were sent from the Star Kingdom to continue to maintain diplomatic ties.
Sir Ashuha was the last of these, arriving in the Imperium not long after the defeat of Galactor and present throughout the Imperium's slow transformation. In the immediate aftermath, the Crimson King informed him that he was no longer welcome in the Crimson Imperium, likely expecting that the emissary would return to his homeland. This led to one of the few times the Crimson King has been surprised, for Sir Ashuha promptly responded to his dismissal by volunteering his services to the fleet of exiles who were planning to depart, guiding them safely to the Technate and protecting them against attacks by pirates and space monsters along the way.
In delivering this fleet to the Technate, Sir Ashuha created a difficult problem for his new hosts. On the one hand, the Technate neither had nor wanted diplomatic relations with the incredibly distant Yusei Star Kingdom, and their emissary was a mystic and thus a monster in their eyes. However, it would be incredibly bad optics for the Technate to turn away the hero of a second Armada. The matter was finally resolved by granting Sir Ashuha a provisional diplomatic charter, to be revoked at the discretion of any Technate authority.
Ever since then, he has remained within the Technate's borders, quietly learning about this state and offering his assistance when he sees fit. His motive, he will frankly admit, is to amuse himself, but he strives to uphold the good name of his homeland, and perhaps to ease some of the fears that the populace of the Technate feels about persons with powers. To that latter end, he has sometimes found himself allied with Captain Mystic, and finds her somewhat fascinating, though their relationship has only ever been friendly despite what some gossips would suggest.
Ashuha's powers are similar to those of the mystics, but the philosophy behind them is very different; rejecting both the asceticism of the Starlight Path and the sadism of the Nightmare Path, his way is much more of the world, a strong regard for the natural and an acceptance of the weaknesses of the living. He also wields a different sort of weapon, a physical blade jacketed by the same sort of force field that he can generate around his own person. Beyond this, his strength, stamina, and reaction speed are all well-above Chiraben norms, which would seem to support the Yusei claim that, despite being humanoid, they are not Chiraben in origin.
The emissary travels aboard a Yusei spacecraft unlike any ship found in the Technate, making him instantly recognizable. It is crewed by artificial intelligences who frequently download themselves into robotic bodies in order to perform physical labor aboard the ship. As this is incredibly illegal under Technate law, they make themselves scarce while visitors are aboard, with the notable exception of the ship's guiding intelligence, who sometimes uses an android body to pose as Ashuha's (nonexsistent) younger sister, Shisame.
Sir Ashuha -- PL 10
Abilities:
STR 5 | STA 6 | AGL 6 | DEX 6 | FGT 11 | INT 3 | AWE 4 | PRE 3
Powers:
Bonded Starsword: Damage 6, Penetrating 6, Accurate; Easily Removable (-5 points) - 8 points
Defensive Shielding: Immunity 10 (life support), Quirk (limited to approximately 30 minutes); Sustained Protection 2, Impervious 6 - 17 points
Longevity: Immunity 1 (aging) - 1 point
Touched by the Essence: Senses 4 (danger sense, acute extended mystical awareness) - 4 points
Translator Circuit: Comprehend Languages 2 (speak and understand all languages) - 6 points
Equipment:
Space Frigate: Size Gargantuan; Strength 12; Speed 14 (air/space); Defense 6; Toughness 11; Features: Living Quarters, Personnel; Powers: Blaster Cannons (Ranged Damage 10), Warp Drive (Movement 3 [space travel]).
Advantages:
All-Out Attack, Attractive, Diehard, Equipment 12, Fearless, Great Endurance, Improved Critical (Laser Sword), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 4, Ritualist, Takedown, Uncanny Dodge
Skills:
Acrobatics 4 (+10), Athletics 6 (+11), Close Combat: Laser Sword 1 (+12), Expertise: Galactic 8 (+11), Expertise: Magic 6 (+9), Insight 6 (+10), Perception 6 (+10), Persuasion 8 (+11), Vehicles 3 (+9)
Offense:
Initiative +10
Unarmed +11 (Close Damage 5)
Starsword +14 (Close Damage 6, Crit 19-20)
Defense:
Dodge 10, Parry 12, Fortitude 6, Toughness 8/6, Will 12
Totals:
Abilities 80 + Powers 36 + Advantages 29 + Skills 24 + Defenses 14 = 183 points
Complications:
Thrills--Motivation. Fame. Honor (uphold the good name of the Star Kingdom.)