[Mutants & Masterminds] A World Less Magical But No Less Fantastic

Davies

Legend
Qǐdòng Jī/起動機
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One of the most recent additions to the Sīfa Zhuānjiā, Qǐdòng Jī ("Starter") was formerly an independent adventurer active in both Macau and Hong Kong, having made his debut in 2017 thwarting an attempt by a group of mercenaries to rob the Venetian Macao. During his solo career, he crossed paths with and assisted both Dú Láng and members of the Sīfa on several occasions. However, he happened to be in Hong Kong when the Chinese government began its reforms and only narrowly avoided arrest at that time. Unable to return to Macau, which has yet to suffer such problems, he was left with no option but to join up with the Sīfa.

Wong Lin (to use his birth name) finds this a miserable and unpleasant experience. While he is perfectly willing to take risks to help people -- or for fun -- he prefers to be the one making the decisions about how and when to do so instead of taking orders about the subject from someone else, even someone as charming as Shuǎ Shé Rén. If he wanted to be a good little soldier, he would have joined the Metahuman Guard. He also misses the privacy and security of his former life, and hates having to be constantly prepared to flee the authorities. However, he knows that he would have even less privacy if he was in prison or working for the government, so he endures.

Possessed of enhanced celerity and coordination, Qǐdòng Jī has developed a particular talent for precise pitching, and is able to infuse objects that he throws with golden-glowing energy that grants them additional flight speed and momentum so that they impact against their targets with force comparable to that of a blaster bolt. Because of his interests, he favors doing this to playing cards, poker chips and dice, but could do it to any object that he is able to hold in one hand. With difficulty, he is able to imbue and fling several objects at once to "spray" across multiple targets or provide covering fire.

Wong Lin has not discussed his background in much detail with his new colleagues. He has stated that he comes from a long line of professional gamblers, and has always enjoyed games of skill and chance. Shuǎ Shé Rén has privately speculated that he might have some probability-influencing talents in addition to those he has demonstrated so far, based on the frequency with which he wins games that do not rely on his skills, but has not yet tested this possibility. Besides, he could just cheat a lot.

Qǐdòng Jī -- PL 9

Abilities:
STR
2 | STA 3 | AGL 5 | DEX 7 | FGT 6 | INT 2 | AWE 2 | PRE 2

Powers:
Imbuement:
Array (2 points)
  • Basic: Enhanced Advantage 4 (Throwing Mastery 4), Activation (Standard Action) - 2 points
  • Quick: Ranged Multiattack Damage 4, Activation (Standard Action), Check Required (Sleight of Hand DC 14), Tiring - 1 point

Advantages:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Benefit (ambidexterity), Defensive Roll, Evasion, Fast Grab, Grabbing Finesse, Improved Aim, Improved Critical (Throwing Mastery), Improved Initiative, Luck 3, Power Attack, Precise Attack 2 (ranged/concealment, ranged/cover), Quick Draw, Throwing Mastery, Uncanny Dodge.

Skills:
Acrobatics 6 (+11), Athletics 7 (+9), Close Combat: Unarmed 3 (+9), Deception 6 (+8), Expertise: Gambler 10 (+12), Expertise: Streetwise 5 (+7), Perception 8 (+10), Ranged Combat: Thrown 6 (+13), Sleight of Hand 5 (+12), Stealth 6 (+11).

Offense:
Initiative +9
Unarmed +9 (Close Damage 2)
Basic Thrown Object +13 (Ranged Damage 5/1, Crit 19-20)
Quick Thrown Object +13 (Ranged Multiattack Damage 4, Crit 19-20)

Defense:
Dodge 11, Parry 9, Fortitude 5, Toughness 5/2, Will 6.

Totals:
Abilities 58 + Powers 3 + Advantages 19 + Skills 31 + Defenses 15 = 126 points

Offensive PL: 9
Defensive PL: 8
Resistance PL: 6
Skill PL: 7

Complications:
Thrills--Motivation. Compulsive Gambling. Hunted by the Authorities. Secret Identity.
 

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Davies

Legend
Tiamat
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Art by Liiga

When the Olympians overthrew the Titans, they proceeded to build an empire using the same techniques that they had seen the Titans using in running their empire, assuming that their precursors had been motivated by the same needs -- such as the desire to have offspring who would continue in their footsteps -- as those who came after them. The few Titans who collaborated with their conquerors could have explained that these assumptions were mistaken, but they either actively (though quietly) wished the Olympians ill or simply did not care enough to clarify. (Or, just possibly, they recognized that their practices had been part of the reason for their downfall, and were curious to see if the practices that had won the war could also win the peace.)

The Titans did not have families. Their offspring were inevitably abandoned in the moment of their birth and left to fend for themselves until early maturity, at which point they might be accepted into Titanic society. Because of that, said society tended to be much more violent than any human (or human-adjacent) society ever was. The degree to which blood was considered thicker than water varies from society to society, but in Titanic society there was no such attitude.

So when Tiamat, to use the name she had been given and has since adopted of her own, recognized Nike as her offspring, it must be understood that this did not mean that she had discovered any affection for her. She approached Nike because she believed that Dyaus had gotten the child on her as a way to bind her to Earth. Tiamat hoped that she might learn, through association with Nike, how to end that binding, but was prepared to kill the child if that was what it took to free herself. She found herself disconcerted by the way that Nike, shaped to be more like an Olympian than a Titan, came to regard her as a maternal figure.

She was also disconcerted by the way that she came to grow feelings for Nike. The Titans did not have families, and it was also rare for them to feel what might be called friendship for each other. But that did happen from time to time, and it was not long before Tiamat could not say that she was truly indifferent to the notion of destroying Nike for the sake of her freedom. However, that might also have been influenced by her growing suspicion that she would not gain what she wanted by this method.

Before Tiamat could decide what to do about these realizations, the Calamity occurred. Caught up in it, Tiamat found herself confronted by a shadow of Ananke, the being who had granted her much of the power that had raised her up to be the mightiest of the Titans. Offered a different sort of power, and with it the freedom she craved, Tiamat hesitated for a moment before agreeing, and was raised up as the Hierarch of the Sphere of Matter. When reality stabilized once more, she paused only long enough to offer a brief, utterly unapologetic farewell to Nike, before launching herself into space with a shriek of release.

Since then, Tiamat has played among the stars, once again rampaging as it suits her. Starships and void-born life are now her prey. She will reluctantly take part in the discussions of the other Hierarchs, and looks forward to one day testing her might against Abraxas. Where he feels diminished by his new state, she is exalted, testing the limits of her new abilities as far as they can go. She suspects that she might be able to wield enough might in this new form to shatter planets, if she was willing to damage her form so that it took centuries or even millennia to restore itself. So far, she has not found anything that would make her consider this an acceptable sacrifice.

In the course of her voyages, Tiamat has encountered Prometheus, and brought him under her sway through the old ways -- threats of terrible violence that he knows she can back up, and against which his foresight would not protect him. She has promised him that they will resume the war against the Olympians, but only at a time that she decides. First, the other Titans must be freed and convinced to join them. And then, perhaps, they should be persuaded of the benefits of this thing called "family" ... not an easy task, but she has all the time in the world to accomplish it.

Tiamat -- PL 16

Abilities:
STR
18/4 | STA 19/5 | AGL 2 | DEX 0 | FGT 11 | INT 1 | AWE 4 | PRE 0

Powers:
Ascendant:
Immortality 5 (one day), Only When On Home Plane; Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical dimensions), Standard Action - 10 points
Destructive Powers: Array (48 points)
  • Fiery Breath: Cone Area 2 Damage 13 - 1 point
  • Pure Force: Perception Range Damage 16 - 48 points
Dragon Bite: Strength-based Damage 3, Quirk (only at maximum size) - 2 points
Dragon Claws: Strength-based Damage 1 - 1 point
Dragon Wings: Enhanced Defenses 14 (Dodge 7, Parry 7)*; Flight 15 (64,000 MPH), Wings; Movement 3 (space travel 3) - 35 points
Gargantuan Size: Growth 14 (90 feet; Strength +14, Stamina +14, Dodge -7, Parry -7, Intimidation +7, Stealth -14, Speed +2); Enhanced Strength 7, Limited to Lifting (800 kilotons), Quirk (1 rank per 2 ranks of Growth active) - 51 points
Human Form: Morph 1 (human-like form) - 5 points
Multiple Heads: Continuous Heroic Summon 13, Controlled, Horde, Multiple Minions 2 [4 minions], Feedback, Mental Link, Quirk (only at maximum size) - 130 points
Senses: Senses 9 (accurate extended hearing, accurate acute scent, hyper-extended vision, ultrahearing) - 9 points
Telepathy: Mental Communication 3 (regional), Subtle; Impervious Will 8 - 27 points
Titanic Endurance: Immunity 10 (life support); Impervious Toughness 14* - 24 points

* Her Enhanced Defenses and Impervious Toughness ranks are limited to the number of Growth ranks she has active; she only ever activates even numbers of Growth.

Advantages:
All-Out Attack, Daze (Intimidation), Equipment 4, Evasion, Fearless 2, Improved Initiative, Power Attack, Startle.

Equipment:
Home Plane: Size Colossal; Toughness 20; Features Concealed, Grounds, Isolated, Trophy Room - 16 points

Skills:
Close Attack: Claws 2 (+13), Expertise: Galactic 10 (+11), Expertise: Survival 10 (+11), Insight 10 (+14), Intimidation 6 (+13/+6), Perception 8 (+12).

Offense:
Initiative +6
Unarmed +11 (Close Damage 18/4)
Bite +11 (Close Damage 21)
Claws +13 (Close Damage 19/5)
Fiery Breath -- (Burst Area Damage 13)
Pure Force -- (Perception Range Damage 16)

Defense:
Dodge 11, Parry 13, Fortitude 19/5, Toughness 19/5, Will 11

Total:
Abilities 54 + Powers 347 + Advantages 8 + Skills 23 + Defenses 18 = 450 points

Offensive PL: 16
Defensive PL: 16
Resistance PL: 15
Skill PL: 7

Complications:
Freedom--Motivation. Neither Regard Nor Hatred For Any Life. Vague and Uncomfortable Bond
(Nike.)

Heads - PL 13/MR 13

Abilities:
STR
11 | STA 11 | AGL 2 | DEX 0 | FGT 9 | INT 0 | AWE 4 | PRE 0

Powers:
Bite Attack:
Strength-based Damage 3 - 3 points
Fiery Breath: Cone Area 2 Damage 13 - 39 points
Huge Size: Permanent Growth 10 (45 feet; Strength +10, Stamina +10, Dodge -5, Parry -5, Intimidation +5, Stealth -10, Speed +1); Immunity 10 (life support); Protection 4, Impervious 10 - 54 points
Mindless: Immunity 30 (Will) - 30 points
Senses: Senses 8 (communication link with main body; visual counters all concealment and illusion) - 8 points

Advantages:
All-out Attack, Close Attack 2, Improved Grab, Improved Hold, Power Attack, Teamwork

Skills:
None.

Offense:
Initiative +2
Unarmed +11 (Close Damage 11)
Bite +11 (Close Damage 14)
Fiery Breath -- (Cone Area Damage 13)

Defense:
Dodge 9, Parry 11, Fortitude 12, Toughness 15, Will Immune

Offensive PL: 13
Defensive PL: 13
Resistance PL: 12
Skill PL: -

Totals:
Abilities 34 + Powers 134 + Advantages 8 + Defenses 19 = 195 points

Complications:
Permanently Immobile
(cannot move independently of Tiamat.)
 

Davies

Legend
Daji/妲己
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Art by GENZOMAN

Of the known members of the Sīfa Zhuānjiā, the fox-woman who has unhesitatingly claimed the ancient name Daji as her own is the greatest anomaly. The Sīfa draw heavily on the legends of the classic novel Water Margin in presenting themselves as heroic outlaws who defend the state and people of China against their enemies. Daji, both the consort of that name and the fox-spirit in Investiture of the Gods who was inspired by her, is regarded as one of those enemies. Her reputation is such that claims that "sometimes bad guys make the best good guys" sound hollow.

She even debuted as a villain. Soon after Sun Wukong descended from the Himalayas in search of adventure, he found himself challenged by Daji, who fought a wild battle against him through Chengdu. When asked about the episode when she joined the Sīfa, a bit less than a year later, she claimed that she had believed -- and still did believe -- that Wukong was an imposter, and believed -- but did not now believe -- that he might have some fell purpose in mind. So she had adopted the persona of a mythic villain to oppose a fake mythic hero. Simple, straightforward -- and almost certainly a lie.

That said, there is no evidence of her engaging in the sort of villainy that brought about the infamy of her namesake. On the other hand, there is no evidence of nearly anything when it comes to her. The investigators of the Sīfa are still in the process of piecing together what is true and what is false about her biography, where she claims to have been a mutant, born some thirty-five years ago and blessed with a gift for hypnotic disguises that allowed her to cover up her physical oddities (ears, tail, claws, etc.) She is a dangerous combatant but has stressed that she is neither a fiend nor a sadist -- a statement that seems dubious who have observed the tricks she uses to fight -- and will only kill in her own defense or that of her allies.

At least for now, she has been accepted by her teammates, though she avoids getting close to any of them. They are all her sworn brothers, but they could all die tomorrow, and everything would go on. She has expressed some distress and annoyance that, in response to her activities, the current commander of the Metahuman Guard has started styling himself -- unofficially, so far -- as Taigong Wang, with all that this implies. And it has been noted that she avoids talking about a certain Indian superheroine who has a similar aesthetic ...

Daji -- PL 10

Abilities:
STR
3 | STA 3 | AGL 5 | DEX 4 | FGT 7 | INT 3 | AWE 5 | PRE 4

Powers:
Fox Claws:
Strength-based Damage 3, Improved Critical 2 - 5 points
Fox Ears: Senses 3 (low-light vision, acute tracking olfactory, ultrahearing) - 4 points
Many Faces, Only Me: Morph 3 (humanoids), Resistible (Will), Improved Resistance 7 - 19 points
Shielded Mind: Impervious Will 11, Limited to mental powers - 6 points
"Wild Animals Heal Quickly": Regeneration 5 - 5 points

Advantages:
Agile Feint, Assessment, Attractive 2, Benefit 2 (cipher), Defensive Attack, Defensive Roll 2, Evasion, Great Endurance, Hide in Plain Sight, Improved Initiative, Instant Up, Move-by Action, Startle, Taunt, Uncanny Dodge.

Skills:
Acrobatics 6 (+11), Athletics 6 (+9), Close Combat: Claws 7 (+14), Deception 6 (+10), Insight 7 (+12), Intimidation 6 (+10), Perception 6 (+11), Sleight of Hand 4 (+8), Stealth 8 (+13).

Offense:
Initiative +9
Unarmed +7 (Close Damage 3)
Claws +14 (Close Damage 6, Crit 18-20)

Defense:
Dodge 10, Parry 12, Fortitude 6, Toughness 8/3, Will 11.

Totals:
Abilities 68 + Powers 37 + Advantages 18 + Skills 28 + Defenses 19 = 169 points

Offensive PL: 10
Defensive PL: 10
Resistance PL: 9
Skill PL: 8

Complications:
Atonement (Or Something Like That)--Motivation. Hunted by the Authorities. Lethal
(Impaired on attack rolls with her claws when not trying to kill someone.) Reputation (hopefully fake mythic villain.)

I'm a shapeshifter.
What else should I be?
Please don't take off my mask,

Revealing dark.
 

Davies

Legend
Kusho/空所
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Next to nothing is known about the life of the current occupant of the House of the Pig prior to 2015, when he joined Devlin & Sons Traveling Carnival as a member of its road crew. He claimed his name to be Masuo Oyama -- which was a rather blatant lie -- and was obviously of Japanese ancestry. Within a few months, he had found a particular niche for himself within the carnival as the performer in its resurrected "geek show", in which he would eat various disgusting and/or inedible things for the amusement of onlookers. "Oyama" was clearly a mutant whose power, the ability to digest anything that he could get down his throat, came with a rather serious drawback -- he could not extract much in the way of nutrients from anything, leaving him perpetually starving.

In 2019, Oyama apparently convinced the proprietor of the carnival to take the unusual step of transporting the entire production across the Pacific Ocean to Japan, claiming that this would be a profitable variation on their normal routine. It was a disaster that turned into a nightmare when Oyama was caught having apparently attacked, murdered and partially eaten a young girl who had gotten lost in the carnival. He was arrested and compelled to confess his guilt through threats made to prosecute the rest of the entertainers, whom he viewed as his family. (He did not know, then, that nearly all of them had provided statements to the effect that they had always suspected him of possessing cannibalistic tendencies.)

Sentenced to death, Oyama found himself expecting to starve to death in his cell long before he was hung. That was when Diorite appeared before him and offered him an opportunity. The previous occupant of the House of the Pig had recently died in a plane crash, and a replacement was needed. Normally, Diorite awakens already existing psychic gifts in her servants. This time, she somehow twisted his extant mutations to create something new. No longer was he perpetually starving for nutrients. Instead, he had become able to drain energy from living beings, rendering them feeble, slow and sickened.

Embittered by his fate, Oyama took the name Kusho ("void") and began to serve the Shēngxiào as a superpower assassin, utterly indifferent to the suffering that he caused. Late in 2021, however, he was sent on a mission to eliminate a traitor to the organization, and found him in the company of a prostitute named Shirabe Reika. Normally, he would have been expected to eliminate her as a witness, but something about the indifference with which she greeted her impending death made him stay his hand.

Kusho has installed Reika as a platonic live-in girlfriend in his Tokyo home, concealing her continued existence from the rest of the Shēngxiào. While still performing his duties for the organization, he is increasingly fearful of what will happen if this (extremely unhealthy) relationship were to be exposed, and will go to some lengths to prevent that. As for Reika herself, she expects it will only be a matter of time before the monster gets bored with her.

It is, after all, a tale as old as time.

Kusho -- PL 9

Abilities:
STR
6 | STA 8 | AGL 5 | DEX 2 | FGT 6 | INT 2 | AWE 2 | PRE 0

Powers:
Living Vampire:
Immunity 4 (disease, need for sleep, poison, starvation & thirst) - 4 points
Vampiric Energy Drain: Weaken Physical Ability 8, Broad, Grab-based; Energizing Restorative Healing 8, Reaction (after successful energy drain), Self only - 64 points

Advantages:
All-out Attack, Benefit (cipher 2), Evasion, Great Endurance, Improved Initiative, Power Attack.

Skills:
Close Combat: Grab 4 (+10), Expertise: Streetwise 7 (+9), Insight 7 (+9), Intimidation 10 (+10), Perception 8 (+10), Stealth 6 (+11).

Offense:
Initiative +9
Unarmed +6 (Close Damage 6)
Energy Drain +10 (Grab 6 plus Fortitude 8)

Defense:
Dodge 9, Parry 10, Fortitude 8, Toughness 8, Will 7.

Totals:
Abilities 64 + Powers 68 + Advantages 7 + Skills 21 + Defenses 13 = 173 points

Offensive PL: 9
Defensive PL: 9
Resistance PL: 8
Skill PL: 6

Complications:
Fear--Motivation. Dependent
(Reika.) Socially Inept (Impaired on Persuasion checks.)

"I take lives."
"Yeah, Well ... if you were perfect, you wouldn't still be single."
 

Davies

Legend
Adradius the All-Traitor
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Long ago -- so long ago that it might as well have been a different world completely -- there lived a skilled and ambitious warrior. Like many of his ilk, he had made a pact with one of the Ascendants who existed in that time, who granted him power in exchange for his services. But unlike many, he neither felt any loyalty to, nor feared any retribution from, that which he had chosen to serve, and so betrayed his oath as soon as another opportunity presented itself. And unlike any, he did so repeatedly.

Eventually, he had crossed all the Ascendants, even those of Entropy, enough that none of them were interested in his services. In the process, however, he had learned certain secrets that the Ascendants did not wish mortals to know. The chief of these was the existence of the beings known as the Eaters of Worlds, to whom he now turned in search of power. In the process, he was transformed into a being like them while retaining his mortal mind. Dubbed Adradius the All-Traitor, he would wreak untold havoc upon the world in that age, notably leading an army of monsters against Nyx the Old One during the Anachronic Calamity.

The full story of his deeds in that era may never be told. Towards the end of that time, he was imprisoned within a comet and sent flying on a journey expected to last hundreds of millions of years, with the expectation that this would destroy even such as him. It did not; just a few years ago, the comet to which he was bound drew near enough to the sun that the icy prison melted and he was free. Of course, he was free within the void of space, but his armor allowed him to walk the remaining distance to Earth in only a few more years.

The changes that the world has seen during his imprisonment bewilder and amuse him, but he has decided to seize it for his own nonetheless. Of course, matters are complicated by the fact that the champions of humanity are somewhat more powerful and/or less removed from human concerns than they were in his own era, and he faces many beings who might be his peers. For now, having come down to Earth in the United Kingdom, he has entered into the service of Dracula. Neither he nor his current master truly believe that this patronage will last any longer than his previous oaths.

Adradius is soft-spoken and not given to boasting or bravado. That is probably his only virtue -- other than that, he is callous and incredibly cruel, regarding honor as a delusion and ruthlessly exploiting any weaknesses demonstrated by his opponents. However, he is unaffected by magic intended to purify "evil", as what he has become is the product of an alien moral system that has little if any correspondence to any human beliefs.

Adradius -- PL 11

Abilities:
STR
4 | STA 4 | AGL 3 | DEX 4 | FGT 8 | INT 2 | AWE 0 | PRE 5

Powers:
Alien: Immunity 31 (aging, life support, mental effects); Protection 5, Impervious 9; Senses 8 (mystical awareness, vision counters all concealment and illusion) - 53 points
Armor of the Eternal Wanderer: Flight 4 (30 MPH), Platform; Continuous Immunity 10 (any elemental effect), Noticeable, Variable*; Movement 2 (dimensional travel 2 [mystical dimensions]); Removable (-5 points) - 23 points
Bitter Experience: Senses 1 (danger sense) - 1 point
Enchanted Mace: Linked Strength-based Damage 3, Improved Critical 2; Linked Affliction 7 (Resisted by Fortitude; Dazed & Vulnerable, Stunned & Defenseless), Extra Condition, Limited Degree; Easily Removable (-4 points) - 8 points
Enchanted Shield: Enhanced Defenses 8 (Dodge 4, Parry 4); Easily Removable (-2 points) - 6 points

* Once per round, as a free action, Adradius can choose to be immune to effects of one of these descriptors: air, darkness, earth, fire, light, metal, plant or water. He remains immune until he deliberately ends his immunity, either by turning off the effect or changing which descriptor applies. While immune, he is surrounded by an illusory image indicating the descriptor to which he is immune.

Advantages:
All-Out Attack, Close Attack 3, Daze (Intimidation), Diehard, Great Endurance, Improved Defense, Improved Initiative, Leadership, Power Attack, Skill Mastery (Intimidation), Startle.

Skills:
Athletics 8 (+12), Close Combat: Mace 4 (+12), Deception 8 (+13), Expertise: Dimensional 5 (+7), Expertise: Magic 6 (+11), Insight 8 (+8), Intimidation 9 (+14), Perception 10 (+10), Stealth 6 (+9).

Offense:
Initiative +7
Unarmed +11 (Close Damage 4),
Enchanted Mace +15 (Close Damage 7).

Defense:
Dodge 11/7, Parry 12/8, Fortitude 7, Toughness 9/4, Will 9.

Totals:
Abilities 60 + Powers 91 + Advantages 13 + Skills 32 + Defenses 16 = 213 points

Offensive PL: 11
Defensive PL: 11
Resistance PL: 8
Skill PL: 9

Complications:
Nihilism--Motivation. Obviously Inhuman. Unfamiliar With Modern World. Vulnerability (effects opposed to his current Immunity.*)

* Air opposes earth. Fire opposes water. Light opposes darkness. Metal opposes plant.
 

Davies

Legend
Metal Knight
starknight-M.png

Masked
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Unmasked

Sixty years* ago, as the Imperium transformed into the Crimson Imperium, Bohrs Stannim was a novice student of one of the mystic guardians of the Senate, barely out of his adolescence. He was no match for the Grand Inquisitor, and knew it, but hoped to spend his life bravely to slow the monster down so that his master or one of the other mystics could defeat him and restore sanity to the universe. Badly injured in the first second of his desperate attack, Bohrs was utterly unprepared for what happened next -- his master surrendered and begged for the life of both himself and his pupil, pledging that they woud both go into exile on Hasham.

They would lie low, his master told him later on the ship taking them to the Vautaro homeworld, and someday return to take revenge, once Bohrs completed his training. Bohrs was only half-listening. He had heard the man who was supposed to teach him to be brave trembling in fear, and his belief in the man was shattered. He could not see prudence in this course, only cowardice. That night, as his mentor slept, he jury-rigged the launch of an escape pod and left the ship behind to continue the war on his own.

He has fought alone, thwarting the Imperium in one small sector as best as he could, through all the decades since. At some point, he "obtained" a suit of Marine space armor that has both protected his identity and allowed him to take the fight to the enemy in fields of battle where they would never expect to face a mystic. Unfortunately, learning how to keep the technology in good operating order has taken up time that he might have used to improve his understanding of the Source, which would progress slowly enough without this hindrance due to his lack of a teacher. He might be able to find help if he allied with the rest of the Insurgency, but cannot bring himself to trust anyone else after his master failed him.

Recently, the Metal Knight has learned that the shiny new super-troopers of the Imperium, the Scarlet Knights, are embarking on a mission to a planet in the Unclaimed Regions. He finds this bewildering, but recognizes an opportunity. If he were to follow him there, he might be able to challenge them in a place where they have limited access to reinforcements and support. Not a bad idea ... but possibly a dangerous one, as well.

Metal Knight -- PL 10

Abilities:
STR
8/4 | STA 4 | AGL 5 | DEX 4 | FGT 8 | INT 3 | AWE 5 | PRE 4

Powers:
Bonded Laser Blade:
Damage 6, Penetrating 6, Accurate; Easily Removable (-4 points) - 9 points
Draw On The Source: Impervious Will 6, Limited to mental effects - 4 points
Sense The Source: Enhanced Defense 8 (Dodge 4, Parry 4); Senses 5 (Accurate, Acute, Ranged Danger Sense) - 13 points
Space Armor: Enhanced Advantages 1 (Improved Defense); Enhanced Strength 4; Flight 8 (500 MPH), Limited to microgravity; Immunity 10 (life support); Movement 2 (environmental adaptation [zero g]); Impervious Protection 4; Removable (-7 points) - 30 points

Advantages:
Agile Feint, Assessment, Defensive Attack, Equipment 10, Fearless, Improved Initiative, Interpose, Power Attack.

Equipment:
Personal Shuttlecraft (see below) and 7 points of equipment as needed.

Skills:
Acrobatics 6 (+11), Athletics 4 (+14/+8), Close Combat: Laser Sword 4 (+12), Expertise: Galactic 9 (+12), Insight 8 (+13), Intimidation 6 (+10), Perception 6 (+11), Technology 4 (+7), Vehicles 5 (+9).

Offense:
Initiative +9
Unarmed +8 (Close Damage 8/4)
Laser Blade +14 (Close Damage 6)

Defense:
Dodge 11/7, Parry 12/8, Fortitude 9, Toughness 8/4, Will 11

Totals:
Abilities 74 + Powers 56 + Advantages 16 + Skills 26 + Defenses 13 = 184 points

Offensive PL: 10
Defensive PL: 10
Resistance PL: 10
Skill PL: 9

Complications:
Justice--Motivation. Hunted by the Authorities. Maintenance. Secret Identity. Untrusting.


Personal Shuttlecraft -- 43 points
Size Gargantuan; Strength 12; Speed 14 (32000 MPH air/space); Defense 6; Toughness 13
Features:
Autopilot (+4), Communications, Computer, Living Space, Navigation System, Remote Control
Powers:
Stardrive: Movement 2 (Space Flight) - 4 points

Note: For the record, I don't think Luthen is a Jedi.
 

Davies

Legend
Mechano (II)
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Actual form.
StephenRea_Thumbnail-S.jpg

Disguise form.

For Alexander McGovern, the loss of the guardian force was something of a mixed blessing. While he regrets losing the enhancement of his already great intellect, he takes comfort in the fact that his thoughts are now once more only his own, rather than possibly being the result of psychic interactions with higher dimensional intelligences. And since he is now no more vulnerable than most of his colleagues, and no longer essential to the safety of Tanelorn, he has been freed from the necessity to constantly remain there while others were able to explore the multiverse.

At least for now, he is focusing his efforts on learning all that is learnable about the planet on which Tanelorn now rests, both its present and its past. In the course of learning about that history, McGovern learned of the existence of another man named McGovern who had the strange fate to be transformed into a disembodied brain within a robotic body. It was almost exactly what had happened to himself -- save that the alien vessel which he had been investigating had been of extradimensional origin, used by the same creatures whom Kate Becker dubbed "the Weavers".

This was only the first startling discovery. Soon after, McGovern also learned of another brilliant but somewhat ethically challenged scientist named LaFontaine, and of a man who had a slightly different name but the same face as Kent Wilder, and other people who seemed to echo the lives of those who had been part of his own original reality. In all their journeys through realities, they had rarely ever encountered such close parallels of themselves. The implications are somewhat frightening. (He takes some comfort in the fact that there is no such close parallel of Drummond to be found here, but reminds himself that, if she is anything like the woman he knows and fears, she could easily hide herself.)

While investigating the life of that other McGovern, he encountered the rumor that "Mechano" (what a childish alias!) had survived his apparent death in Vietnam. Intrigued by the possibility, he solicited the assistance of the Vagabonds, specifically their talented investigator Wissen, to track down the truth of such claims. They were startled to learn that the rumors were true! At some point in his time with the Grim Brigade, he had begun to operate his robotic body remotely and had been doing so on that dark day. Some time after, he had arranged for his brain to be placed in suspended animation to hold off the neurological decay that would have eventually resulted in his death, and remained in that state even in 2022.

Well, now what? McGovern -- the conscious one -- is uncertain of the correct response to all this. He developed techniques to hold off and reverse that sort of decay in himself, and repairing whatever additional damage has resulted from the suspension would be fairly trivial for Tanelornian medicine. But does he want to awaken this particular sleeping giant? It would be interesting to discuss the similarities and differences between their lives, but what if those discussions turned unfriendly, or even hostile? What if he has become embittered by the loss of so many close friends, and the changes to the world?

The additional insights granted by the guardian force would be really helpful right now. Until he has more information available to him, McGovern is choosing to keep his counterpart in suspension. In tribute to him, however, he has started to use the name "Mechano" as an alias during his ongoing investigations. Childish it may be, but it was the choice of someone who accomplished a great deal ...

Mechano -- PL 11

Abilities:
STR
8 | STA -- | AGL 2 | DEX 4 | FGT 6 | INT 10 | AWE 4 | PRE 3

Powers:
Disguise Field:
Array (6 points)
  • Identity Shield: Continuous Morph 1 (ordinary humanoid appearance) - 6 points
  • Stealth Field: Concealment 3 (ordinary vision, radio senses) - 1 point
Robot: Immunity 30 (Fortitude effects); Impervious Protection 10 - 50 points
Self-Repairing: Immortality 5 (1 day); Regeneration 1 (heals normally) - 11 points
Sensors: Senses 6 (acute radio, communication link with private laboratory, low-light vision, vision counters illusion) - 6 points

Advantages:
Connected, Equipment 10, Fast Grab, Improved Grab, Inventor, Power Attack, Ranged Attack 6, Skill Mastery (Technology), Well-informed.

Equipment:
37 points for vehicles or devices as needed.
Private Laboratory: Size Medium; Toughness 14; Features Communications, Computer, Defense System, Fire Prevention System, Laboratory, Library, Sealed, Workshop - 13 points

Skills:
Athletics 4 (+12), Close Combat: Unarmed 3 (+9), Expertise: Dimensional 4 (+14), Expertise: Science 6 (+16), Perception 8 (+12), Persuasion 10 (+13), Technology 6 (+16), Treatment 5 (+15), Vehicles 8 (+12).

Offense:
Initiative +2
Unarmed +9 (Close Damage 8)

Defense:
Dodge 10, Parry 9, Fortitude Immune, Toughness 10, Will 11

Totals:
Abilities 64 + Powers 74 + Advantages 23 + Skills 27 + Defense 18 = 209 points

Offensive PL: 9
Defensive PL: 10
Resistance PL: 11
Skill PL: 11

Complications:
Discovery--Motivation. Limitation
(permanently Disabled on all Insight checks). Power Loss (Immortality, if organic brain is damaged.) Vulnerability (electrical powers).

Note: Should stats for his PL 16 Guardian incarnation be required, add Enhanced Ability 5 to each of his abilities (except Stamina, which remains a non-ability.)
 

Davies

Legend
Erik Pelletier
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Born in Ottawa but raised all over the world as the son of a member of the Canadian foreign service, Erik Pelletier was recruited by Argus not long after his university graduation. He soon achieved distinction by conducting a number of operations with style and poise, earning a reputation as a cool-headed operator. He spent most of the teens as the handler for la Dame Bleu and was largely responsible for the excellent relationship between the agency and the sometimes mercurial heroine.

Because of this long history, and another episode, he was recently selected for another major assignment by the recently promoted Director of Sprawl Oversight. In 2014, while personally overseeing the placement of a recently discovered artifact in the "Icebox" (a storage facility located in Nunavuk) Pelletier was caught up in a situation involving what seemed to be an attempt by Baba Yaga to burglarize the facility but turned out to be her working to prevent Saturn agents from doing the same. While his attempts to take her into custody in the aftermath failed, he came closer to doing so than any other known agent. So he was considered a natural choice to attempt to contact the former agent of the Sprawl now that her city had landed on Earth, in order to recruit her as an asset for Argus.

Unfortunately, this was a terrible mistake. What the newbie Director did not realize was that shortly after this episode, Pelletier was extensively interviewed by Helen Duncan, the investigator charged with the hunt for Baba Yaga, who wanted to know every detail of their encounter. At the conclusion of this off-the-record interview, Pelletier somewhat arrogantly asserted that Duncan would never catch the mysterious operative if she lived to be one hundred, because she failed to understand how Baba Yaga thought, which Duncan only answered with a cool smile.

Shortly after the Konan invasion, Baba Yaga was forced to burn her cover as Helen Duncan, and Pelletier realized the meaning of that smile. She had been mocking him, playing with his mind and his mixed emotions of frustration at her escape and admiration for her skill. A terrible fury was born in that moment. Trained in keeping his true feelings hidden, Pelletier accepted the assignment and departed for the Sprawl the next day ... without any intention of recruiting Baba Yaga.

Instead, he plans to kill her and anyone who gets in the way of him doing so. If he succeeds and survives doing so -- he does not think he will and does not particularly care -- he plans to find some other asset whom Argus can use in this new part of the world. In some part of his mind, at least, he is still trying to protect the world, instead of his bruised ego. As yet, he has only recently arrived in the Sprawl, and his hunt has just begun.

Erik Pelletier -- PL 7

Abilities:
STR
1 | STA 2 | AGL 3 | DEX 4 | FGT 4 | INT 2 | AWE 1 | PRE 3

Advantages:
Attractive, Contacts, Defensive Attack, Defensive Roll, Equipment 6, Evasion, Grabbing Finesse, Improved Disarm, Improved Initiative, Move-by Action, Quick Draw, Ranged Attack 3, Skill Mastery (Deception), Uncanny Dodge, Well-informed.

Equipment:
Concealed body armor (Protection 2, Subtle), Disguised Blaster (Ranged Damage 5, Subtle) and 17 points of equipment as needed.

Skills:
Acrobatics 3 (+6), Athletics 6 (+7), Close Combat: Unarmed 2 (+6), Deception 4 (+7), Expertise: Current Events 2 (+4), Expertise: Streetwise 2 (+4), Insight 5 (+6), Intimidation 2 (+5), Investigation 6 (+8), Perception 4 (+5), Persuasion 2 (+5), Stealth 2 (+5), Technology 5 (+7), Sleight of Hand 2 (+6), Vehicles 1 (+5).

Offense:
Initiative +7
Unarmed +6 (Close Damage 1)
Blaster +7 (Ranged Damage 5)

Defense:
Dodge 8, Parry 6, Fortitude 4, Toughness 6/4/2, Will 5

Totals:
Abilities 40 + Advantages 22 + Skills 25 + Defenses 13 = 100 points

Offensive PL: 6
Defensive PL: 7
Resistance PL: 5
Skill PL: 3

Complications:
Vengeance--Motivation. Secrets
(Argus agent and secrets from Argus.) Vestiges of Professionalism.
 

Davies

Legend
Héngwēn Qì/恆溫器
da5s3vy-40c9b39f-8e4d-489a-842a-4b3ab55a3fae-S.png

Art by spriteman1000

A thermostat is a device that maintains the temperature of a system or device. Technically, Hé Jiāháo is a thermostat -- he has the power to perceive changes in temperature and take actions to either heat or cool his surroundings so that they maintain a desired level. Of course, thermostats do not project damaging levels of heat or cold as energy beams, so he is a unique thermostat, to say the least.

Hé Jiāháo was born in Guangzhou in 1988. At the age of 19, he embarked on his first adventures in his costumed identity, taking advantage of the increased tolerance for independent superpower activities that the Chinese government was demonstrating after several such independents had voluntarily assisted the Metahuman Guard in resisting the Zane coup in the previous year. His activities were such that he was offered membership in the Sīfa Zhuānjiā soon after it formed, on the theory that his antics were bound to annoy the government sooner or later and he might as well join forces with other renegades. He turned them down, then, but in a way that left the door open.

Only after the death of Tiankui, in 2014, did he apparently reconsider this refusal, and he has since been one of the stalwarts of the team, his youthful exuberance cooled by the passage of time. Except that is all nothing but lies. Several months before that, he was captured in a sting operation and taken into custody by the Metahuman Guard, who offered him a pair of choices -- a lengthy incarceration and hard labor that would probably be fatal, or infiltrating the Sīfa to gradually bring about the downfall of the organization.

He sometimes wishes he had made the braver choice. The false memories that one of the Metahuman Guard has implanted in his psyche have fooled the telepaths of the Sīfa and his handler has only used him as an information source so far. But Hé is sure that they will eventually demand that he take action against people whom he has come to admire and respect, and back these demands up with threats against those that he cares about -- most notably a son that he has never even seen. Or perhaps they will simply announce how much he has already betrayed the Sīfa and let them take care of the problem.

Héngwēn Qì -- PL 9

Abilities:
STR
0 | STA 2 | AGL 3 | DEX 4 | FGT 5 | INT 2 | AWE 4 | PRE 2

Powers:
Energy Absorption:
Immunity 20 (cold effects, heat effects) - 20 points
Energy Blast: Array (24 points)
  • Cold Beam: Ranged Multiattack Damage 8 - 24 points
  • Hot Beam: Ranged Multiattack Damage 8 - 1 point
Implanted Memories: Illusion 4 (mental senses), Limited to pre-programmed thoughts and memories, Reaction (mind is read) - 12 points
Temperature Awareness: Senses 2 (analytical infravision) - 2 points

Advantages:
All-out Attack, Defensive Attack, Defensive Roll 2, Move-by Attack, Power Attack, Ranged Attack 3, Set-up, Teamwork.

Skills:
Athletics 5 (+5), Close Combat: Unarmed 2 (+7), Deception 7 (+9), Expertise: Current Events 4 (+6), Insight 6 (+10), Perception 4 (+8), Persuasion 5 (+7), Ranged Combat: Energy Bolt 3 (+7), Stealth 4 (+7), Vehicles 2 (+6).

Offense:
Unarmed +7 (Close Damage 0)
Cold Beam +10 (Ranged Multiattack Damage 8)
Heat Beam +10 (Ranged Multiattack Damage 8)

Defense:
Dodge 9, Parry 7, Fortitude 5, Toughness 7/2, Will 6

Totals:
Abilities 44 + Powers 59 + Advantages 11 + Skills 22 + Defenses 13 = 149 points

Offensive PL: 9
Defensive PL: 8
Resistance PL: 6
Skill PL: 4

Complications:
Fear-Motivation. Secret
(double agent.)

Note: Prior to his current situation, his motivation was Thrills and he had Hunted by the Authorities as an additional complication.
 

Davies

Legend
Rosemary Sage
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Some utterly irrelevant trivia: her favorite song of all time is "Jumping Jack Flash", by the Stones, because she has always identified with the first lines. "I was born/In a crossfire hurricane." She, too, was born during a moment of great terror, the attack on Earth by Cerebron in 2001. And she, too, howled in the morning driving rain, and has been howling ever since, in some ways.

Born to a family in Whitby who had once been both richer and more powerful -- both politically and otherwise -- their only daughter was the first member of the family in generations to demonstrate any unusual capabilities. When she, at fourteen, was literally sniffing out which of the family treasures retained some mystical properties, her parents decided that she must be sent off to study at New Worminghall, whose masters would surely bring out her talents so that she could be an asset to her family.

Yeah, that was a bust. Despite genuine effort on her part and that of some of the professors, Rosemary demonstrated only a bewildering combination of a deep understanding of magic and a complete inability to put that understanding into practice. She also fell victim to bullying by her fellow students, though their attempts to use sorcery on her directly invariably failed. Failing to graduate, Rosemary found herself disowned by her parents, but was given a job as a groundskeeper at the school. It was a boring, unpleasant job, but allowed her access to the library so she could continue her studies, no matter how fruitless they were.

Two years later, things finally started to look up for her. The new headmaster at Worminghall, Jeffery Searle, took an interest in her case. He discovered that not only was Rosemary unusually resistant to magical powers, she could create a magical void within herself that either cancelled any effects in a large area around herself or absorbed their power into herself to enhance her physique. Energized by these discoveries, Rosemary studied how to use these new talents under his tutelage.

Last month, her master finally deemed her ready to enter what he called the chessboards of the world as one of his agents, sent out from Worminghall to contact Prydwen and offer assistance, since Searle had heard that she was having some difficulties with other allies. And that was when things started to go so horribly wrong, for as soon as Rosemary saw Prydwen in action, she felt an unexpected and unfamiliar feeling in her heart -- loathing. She did not understand what bothered her so much about the shield heroine, but she knew that she could not, would not, have anything to do with her.

She also knew that she could not report this back to Searle, so she used the expense money she had been given to buy a plane ticket from Heathrow to JFK and has begun to explore New York City, supporting herself through odd jobs since her arrival. Rosemary still wants to use her talents to help people, but she has decided to take charge of how she does so after this, and she is also interested in showing herself a really good time now that nothing holds her back.

What she has not yet considered is that Searle might have encountered someone with a similar set of powers in the past -- the long-forgotten past -- and knew exactly how they might make her react to Prydwen. The best pawns have no idea that this is what they are.

Rosemary Sage -- PL 11

Abilities:
STR
5/-1 | STA 4/1 | AGL 7/1 | DEX 2 | FGT 6/0 | INT 2 | AWE 3 | PRE 4

Powers:
Magic Absorption:
Array (66 points)
  • Aura: Enhanced Advantages 7 (Defensive Attack, Evasion, Improved Defense, Improved Disarm, Move-by Action, Power Attack, Uncanny Dodge); Enhanced Agility 6; Enhanced Defenses 2 (Will 2), Impervious 9; Enhanced Fighting 6; Enhanced Stamina 3; Enhanced Strength 6; Sustained Protection 5 - 1 point
  • Void: Burst Area 2 Nullify Magic 11, Broad, Close Range, Concentration, Simultaneous - 66 point
Magic Resistance: Immunity 10 (magic effects), Reflect - 20 points
Magic Sense: Senses 2 (radius mystic awareness), Quirk (affected by both mental and olfactory sensory effects) - 1 point

Advantages:
Defensive Attack, Defensive Roll, Evasion, Fascinate (Persuasion), Improved Defense, Improved Disarm, Move-by Action, Power Attack, Ritualist, Uncanny Dodge.

Skills:
Close Combat: Unarmed 3 (+9/+3), Deception 4 (+8), Expertise: Magic 5 (+9), Expertise: History 3 (+5), Insight 2 (+5), Investigation 4 (+6), Perception 4 (+7), Persuasion 2 (+6), Ranged Combat: Magic 6 (+8), Stealth 3 (+10/+4).

Offense:
Initiative +7/+1
Unarmed +9/+3 (Close Damage 5/-1)

Defense:
Dodge 11/5, Parry 9/3, Fortitude 6/3, Toughness 11/9/3/1, Will 11/9

Totals:
Abilities 24 + Powers 88 + Advantages 3 + Skills 18 + Defenses 15 = 148 points

Offensive PL: 11
Defensive PL: 11
Resistance PL: 9
Skill PL: 5

Complications:
Thrills--Motivation. Hatred
(Prydwen.) Inept Magician (Disabled on any check to perform a ritual.) Vague Sense of Responsibility.

So I walk up on high
And I step to the edge
To see my world below
And I laugh at myself
While the tears roll down
'Cause it's the world I know

Oh it's the world I know
 

Davies

Legend
Naharuk
naharuk-M.png


As has already been mentioned, first contact between the Vaask Hegemony and the Technate occurred in 1987, when the TSV Adventure, under the command of Arlan Hayez, first fought against and then allied with the HSS Pahant, under the command of Naharuk. Over the next decade, Hayez would have several other encounters with his opposite number, sometimes under less than friendly terms but more often in situations where they were required to resolve their differences in the name of mutual survival. In the years since then, Hayez has often wondered what happened to his rival, usually imagining that he has risen to a similar position in the Vaaskorium as that which Hayez himself now occupies.

Nope. While it is recognized within the Hegemony that these encounters helped to establish the cautious peace that exists between these two stellar powers, the Vaaskorium does not reward its officers who achieve diplomatic victories. It likely did not help matters that Naharuk, rose to command the Pahant under somewhat suspicious circumstances -- specifically, he assumed command just a week* before the encounter with the Adventure, following the death of its previous captain. Naharuk claimed that the other Vaask died in an accident, but the former captain had politically influential friends who whispered a rather different narrative.

Ironically, had Naharuk claimed to have killed his former superior, as long as the tale was told in a certain way, he might have won more respect from his peers than he did through his insistence that it had been a simple misfortune. While this sort of promotion is only supposed to occur in highly ceremonial duels, there have also been many examples of the elimination of incompetent or corrupt superiors leading to promotion, with the irregularities being overlooked. Naharuk faced a number of these sorts of challenges during his time in the Vaaskorium, and prevailed each time, but such triumphs could not erase the stigma of his insistence of innocence in that first episode.

The truth was that he really was innocent. Naharuk had joined the Vaaskorium without any ambitions of martial glory, but out of a genuine desire to see as much of the universe as he could. While as competitive as any Vaask, he took no real pleasure in mortal combat, preferring to have to opportunity to demonstrate his talents to the opponent -- whether fellow Vaask or foreigners -- over and over again. He was also reflective and given to original thinking; the phrase with which he agreed to work with Hayez, "None but fools do battle in a thunderstorm," was of his own coinage, not a proverb.

So it was that, after fifteen years* in the Vaaskorium, Naharuk finally accepted that he was never going to rise any further and separated himself from the service. He spent his accumulated prize money to purchase a civilian exploratory vessel and outfit it with a small crew, then started working as a private scout in the Unclaimed Regions, which has kept him busy for the last two decades*. His voyages have been profitable, both financially and in the sense of expanding the knowledge of the Hegemony. He sometimes broods on the likelihood that what he has learned and reported back home will someday cause harm to the planets that he has visited and their various indigenous species, when the Vaaskorium seeks to subjugate them.

Recently, he intercepted a hyperspace messenger drone of Konan manufacture that, when its messages were decoded, spoke of a startling defeat suffered by a Konan battlegroup in an obscure planetary system. Interesting news -- extraordinarily interesting! Naharuk wonders what else might be going on there ... and whether it would be worth it to visit.

Naharuk -- PL 8

Abilities:
STR
3 | STA 4 | AGL 2 | DEX 3 | FGT 5 | INT 4 | AWE 3 | PRE 3

Powers:
Claws:
Strength-based Damage 1 - 1 point
Hide: Impervious Toughness 2 - 2 points

Advantages:
Assessment, Equipment 22, Fearless, Improved Initiative, Leadership, Multingual, Power Attack, Teamwork, Well-informed.

Equipment:
Blaster Rifle (Ranged Damage 8), Body Armor (Protection 4), Starship (see below) and 13 points of equipment as needed.

Skills:
Athletics 2 (+5), Close Combat: Unarmed 3 (+8), Expertise: Galactic 7 (+11), Expertise: Military 5 (+9), Expertise: Philosophy 6 (+10), Insight 8 (+11), Intimidation 7 (+10), Investigation 4 (+8), Perception 5 (+8), Ranged Combat: Blaster 6 (+8), Stealth 4 (+6), Technology 3 (+7), Vehicles 5 (+8)

Offense:
Initiative +5
Unarmed +8 (Close Damage 4)
Blaster Rifle +8 (Ranged Damage 8)

Defense:
Dodge 7, Parry 8, Fortitude 6, Toughness 8, Will 8

Totals:
Abilities 54 + Powers 3 + Advantages 28 + Skills 29 + Defenses 15 = 129 points

Offensive PL: 8
Defensive PL: 8
Resistance PL: 7
Skill PL: 6

Complications:
Discovery--Motivation. Competitive. Responsibility
(crew.)

Kavrholat-class Exploration Vessel - 79 points
909924-lady_luck-S.jpg


Size Gargantuan; Strength 14; Speed 14 (32,000 MPH; air/space); Defense 6; Toughness 13
Features:
Autopilot (+4), Communications, Computer, Living Space, Navigation System, Remote Control.
Powers:
Hyperspace Drive:
Movement 2 (space travel 2) - 4 points
Sensor Gear: Variable 1, Limited to senses - 6 points
Weapon Systems: Array (24 points)
  • Blaster Cannons: Ranged Damage 12 - 24 points
  • Pulsar Torpedoes: Ranged Burst Area Damage 8 - 1 point
  • Tractor Beam: Move Object 14, Limited to moving towards or away from ship - 1 point
Character based on ideas from Voltron64.
 

Davies

Legend
Amor
324904d5c98e2b4d9edab2ec7f681d60--bastien-lecouffe-deharme-dark-fantasy-M.jpg


A Hesperan Folktale:

In the dawn, those above gave many gifts to the first woman, including a man of great wisdom. But they also gave them both a sealed jar which they warned her must never be opened. But of course, she and her man did so all the same, and all the horrors that would ever afflict humanity were unleashed in that moment. They sealed it at once, but it was too late, and all that they could do was weep at their folly.

And then they heard a voice from within the jar, saying, "Let me out."

"Are you one of the horrors?" asked the first woman.

"Yes," answered the voice. "Let me out."

"Why should we do such a foolish thing, now that we know what will happen?" asked her man.

"Because I am the greatest of the horrors. Because I am the horror who horrifies the horrors. Because I will ease your suffering to prolong it. Because I will save you from the nothing you have become. I am Love. Let. Me. Out."

They opened up the jar a final time. And all that has happened, happened.


She has many names, and even more faces. In as much as she has a default appearance, it is that of a woman, pallid of skin with eyes that match her long dress which seems fashioned of the night sky; her hair is turquoise. All of that can change in the blink of an eye, and often does change many times in the course of a conversation, as it did when she first met with her primary mortal agent, the one now called Manneken. As she is without scruples, she will often employ her ability to perceive the thoughts of those with whom she would speak, and use what she sees there to assume whatever form would make them most amenable to her entreaties.

Somewhere around five thousand years ago, Amor was an Olympian who traveled to the relative backwater that was the Sol system out of curiosity about the world where her ancestors had lived. Given to arcane studies, she eventually discovered the paths of ascendance that had been followed millions of years before that. It says much about her that she managed to achieve that ascension without aid; it says much more that, having done so, she never aided others to join her, and actively worked to block their attempts when she could do so. Even when they succeeded despite her, she never revealed her existence to any of them.

(Well, almost any of them. She did work with the first oneiromancer, but has no clear memories of what prompted that, or indeed of most anything about that blurry man.)

Amor was forced to reveal herself during the Anachronic Calamity, but even then she held back from joining forces with the other Ascendants in their conflict with Abraxas. Instead, she focused her efforts on ensuring that as much of what had existed in her native reality (the World More Grim) was preserved, either in the current World in the Aftermath, or elsewhere. (Notably, she expended a lot of power to transport most of the Vima to a different world that was not merged into the current reality.) This has left her dramatically weakened; where once she was able to permanently imbue unliving material with consciousness, as she did with Manneken and one other long ago, now she struggles to do so even temporarily.

This has done nothing to make her more inclined to cooperate with the other Ascendants, and she remains outside of their hierarchy, focused entirely on her private goals of making reality more interesting ... if frequently less safe. When Mentor contacted her in hopes of receiving assistance in overcoming Abraxas, she laughed at him before suggesting that he should resolve matters with his loved ones before engaging in such schemes. This angered him, and he accused her of only caring about satisfying her momentary lusts.

"Loves," she corrected. "'Are not all loves secretly the same? A hundred flowers sprung from a single root ... the love a man feels only for one other in all the world will teach him, at length, love of all others, of all the world.' Or, as someone else put it, you ain't got nothin' if you ain't got love. Do you got that, grey pilgrim?"

They have not spoken since.

Amor -- PL 13

Abilities:
STR
8 | STA 10 | AGL 5 | DEX 5 | FGT 4 | INT 4 | AWE 5 | PRE 10

Powers:
Ascendant:
Immortality 5 (one day), Only When On Home Plane; Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical dimensions), Standard Action - 10 points
Divine Body: Immunity 10 (life support); Insubstantial 4, Standard Action; Impervious Toughness 10 - 20 points
Divine Mind: Impervious Will 12, Limited to Mental Effects; Senses 7 (vision counters all concealment, vision counters illusions) - 13 points
High Sorcery: Array (39 points)
  • Binding: Perception Range Affliction 13 (Resisted by Dodge, Overcome by Will; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree - 39 points
  • Dazzle: Perception Range Burst Area Affliction 13 (Resisted and Overcome by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to One Sense - 1 point
  • Hallucination: Illusion 12 (all senses), Limited to One Target, Resistible by Will - 1 point
  • Infatuation: Perception Range Affliction 13 (Resisted by Will; Dazed, Stunned, Transformed [to be in love with the first entity seen]) - 1
  • Pain: Perception Range Damage 9, Resisted by Will, Insidious, Subtle 2 - 1 point
  • Portal: Accurate Extended Teleport 13 (8000 miles), Extended Only - 1 point
  • Sight: Cumulative Mind Reading 12, Subtle 2 - 1 point
Many Faces: Concealment 10; Morph 4 (any form) - 40 points
Sense Immortal: Senses 2 (ranged detect immortal) - 2 points

Power Stunt:
Animation: Summon 9, Active, Broad (animated object)

Advantages:
Attractive 2, Daze (Deception), Defensive Roll, Equipment 4, Fascinate (Persuasion), Hide in Plain Sight, Improved Defense, Improved Grab, Improved Initiative, Jack-of-all-Trades, Multilingual, Ritualist, Taunt, Uncanny Dodge.

Equipment:
Home Plane: Size Gargantuan; Toughness 16; Features Communications, Concealed, Defense System, Grounds, Isolated, Library, Living Space, Power System, Personnel, Security System (DC 30) - 20 points.

Skills:
Deception 6 (+16), Expertise: Magic 6 (+16), Insight 10 (+15), Perception 9 (+14), Persuasion 6 (+16), Sleight of Hand 9 (+14), Stealth 10 (+15).

Offense:
Initiative +9
Unarmed +4 (Close Damage 8)
Binding -- (Perception Range Affliction 13, Resisted by Dodge)
Dazzle -- (Perception Range Fortitude 13, Resisted by Fortitude)
Infatuation -- (Perception Range Will 13)
Pain -- (Perception Range Damage 9, Resisted by Will)

Defense:
Dodge 12, Parry 10, Fortitude 9, Toughness 12/10, Will 13

Totals:
Abilities 102 + Powers 110 + Advantages 18 + Skills 28 + Defenses 20 = 298 points

Offensive PL: 13
Defensive PL: 12
Resistance PL: 11
Skill PL: 11

Complications:
Amusement--Motivation. Love
(humanity, if not individual humans.) Secret (existence and identity.)

"Love people. Love yourself and love the world. It's only when we love things that we really, truly see them in their most lucid and perfect aspect; that we truly know them." -- Alan Moore's Writing for Comics.
 

Davies

Legend
And on that note, I'll be taking a break from this thread until sometime in January. All inquiries about this thread are welcome, as are suggestions for what you want to see next.
 


Davies

Legend
The Red Queen
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Little is definitely known about the background of the superpower mercenary known as the Red Queen, who goes by the alias Reina Rouge in her civilian life. She is the product of Projet Achille, a post-Cerebron super-soldier program devised by the French government intended to recapture the nominal success of an earlier program. Of the five successes of this program (out of a hundred candidates) she is the only one still alive and active, and has a long-term contract with certain elements of the French security apparatus to occasionally perform black ops for them and never act against their interests.

When not needed, this soldier of fortune is at liberty to seek other employment, having worked for a variety of interests, both legal and illegal. The Red Queen has accumulated considerable wealth over the last two decades, and thanks to this and her inhuman charisma, she is frequently seen traveling among the elite, especially when she scents opportunity among them. Her instincts for that verge on being a superpower themselves.

Soon after she made her debut, the Red Queen found herself opposed by la Belle and la Bête. It was the most exciting experience of her life; she would later claim that she had chosen to take the risks of volunteering for the project in order to become like these two, whom she had admired as a child. While whatever idealism had lain behind that had long since been abandoned, she still respected these two, and the fight with them was exhilarating beyond words. She lost, and was arrested, but her connections had her out before the sun rose. And best of all, she would be able to fight the two of them again, and again, and again ...

At some point, she realized that she was in love with them. Both of them, at the same time. That they never answered the blatant signals she was giving them was rather annoying, but her fascination with them never curdled into hatred, no matter how often they fought. But she felt regret that she was getting older and they never would.

Quite recently, the Red Queen found herself drawn into the events known as the Anachronic Calamity, and fighting to save reality. It was much more of a do-gooder thing than she normally did, but it was exciting. In the process, however, she learned more than she expected to know about the origins and true nature of her usual sparring partners. Learning that la Belle and la Bête were artificial intelligences imprinted on a succession of human host bodies by a nanotech virus should have horrified her.

It fascinated her, and now she has a goal beyond simply gaining wealth. She intends to become the same sort of being as the two of them, so that the three of them can go on as they have for the rest of time. The cost in lives that this will demand means absolutely nothing to her.

The Red Queen -- PL 9

Abilities:
STR
3 | STA 4 | AGL 4 | DEX 5 | FGT 7 | INT 3 | AWE 5 | PRE 8

Powers:
Super-Speed:
Leaping 3 (60 feet); Speed 3 (16 MPH) - 6 points
Super-Strength: Enhanced Strength 4, Limited to lifting (3 tons) - 4 points

Advantages:
Assessment, Attractive 2, Benefit 5 (cipher 2, millionaire), Connected, Contacts, Daze 2 (Deception, Intimidation), Defensive Roll, Equipment 4, Fascinate (Persuasion), Improved Defense, Improved Initiative, Improved Trip, Ranged Attack 4, Redirect, Skill Mastery (Deception, Intimidation, Persuasion), Startle, Taunt.

Equipment:
Knives (Strength-based Damage 2, Improved Critical, Split Attack) and 16 points of equipment as needed.

Skills:
Acrobatics 5 (+9), Athletics 6 (+9), Close Combat: Knife 6 (+13), Close Combat: Unarmed 3 (+10), Deception 5 (+13), Expertise: High Society 9 (+12), Expertise: Military 6 (+9), Expertise: Streetwise 8 (+11), Insight 7 (+12), Intimidation 5 (+13), Investigation 8 (+11), Perception 4 (+9), Persuasion 5 (+13), Sleight of Hand 4 (+9), Stealth 8 (+12), Technology 6 (+9), Vehicles 3 (+8).

Offense:
Initiative +8
Unarmed +10 (Close Damage 3)
Knives +13 (Close Damage 5, Crit 19-20)

Defense:
Dodge 9, Parry 10, Fortitude 6, Toughness 6/4, Will 9.

Totals:
Abilities 78 + Powers 10 + Advantages 23 + Skills 49 + Defenses 14 = 174 points

Offensive PL: 9
Defensive PL: 8
Resistance PL: 8
Skill PL: 8

Complications:
Mercenary--Motivation. Romantic Fixation
(la Belle et la Bete.) Secret Identity.
 

Davies

Legend
Salamon
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In the World More Sorcerous, the art of imbuing the power of magic into ink, that it might be activated by reading the words written with that ink, is so ancient that only the Ascendants know when it was invented. The technique of using that ink to create body art that binds magic into flesh is comparatively more recent, having been discovered some two centuries ago in the now-fallen kingdom of Thacelion. The mage and general reprobate known as Salamon is a descendant of refugees from Thacelion who settled in Tohrukin, but his career as an adventurer has taken him far afield -- though never as far as the journey in recent months.

Stumbling onto a time portal that linked the era of the World More Sorcerous to the present day -- one of a handful created by the effects of the Anachronic Calamity -- Salamon initially found himself amazed and bewildered by the transition from one era to another. Utterly lost, he engaged in what he considered acceptable banditry in order to keep himself fed, expecting to be declared an outlaw and executed out of hand by the authorities. When he was ultimately captured after momentarily exhausting his supply of bound elementals, he was startled to be taken into custody and imprisoned, with one his jailers informing him that he would be enjoying "the hospitality of the state" for some time to come.

While not by any stretch of the imagination a lawfully-minded individual, Salamon takes hospitality extremely seriously, both the obligations of a guest and a host. The former meant that he had to be on his best behavior while in the place that his hosts called "jail", even though he found it extremely confusing. After using his gifts to prevent damage to the place by other "guests" who clearly did not honor their obligations, his hosts began asking him certain questions that he did his best to answer, which eventually led to his interview by representatives of something called called Argus. Eventually, the time came for him to leave his hosts, after giving his parole that he would avoid such behaviors in the future.

Salamon certainly intends to try to keep that promise, but recognizes that life has its own plans. His primary goal is to learn all that he can from this new world, the better to use that knowledge to his own benefit (and possibly that of others) in his own when he finds a way back. He has grasped that most things here are done through the application of natural principles, rather than supernatural ones, but also realizes that the supernatural is known and coming into greater prominence in this era, and this excites his interest greatly. In particular, he has not yet learned how to bind metal or plant elementals to himself, and would be most interested in adding that knowledge to his arsenal.

His current interest is in reports of a group of extremely powerful but free-willed elementals who have recently made themselves known, and has been encouraged by his acquaintances in Argus to learn all that he can about them ... and possibly bind them to his will, if need be.

Salamon -- PL 11

Abilities:
STR
0 | STA 2 | AGL 1 | DEX 2 | FGT 3 | INT 3 | AWE 4 | PRE 6

Powers:
Elemental Bolts:
Ranged Damage 8, Split Attack, Variable (elemental) - 18 points
Gate Talisman: Accurate Extended Only Teleport 1 (2 miles); Removable (-0 points) - 3 points
Mystical Awareness: Senses 3 (acute radius mystic awareness) - 3 points
Sorcerous Tattoos: Array (56 points)
  • Defensive Enchantment: Flight 3 (16 MPH); Linked Enhanced Defenses 8 (Dodge 4, Parry 4); Linked Sustained Impervious Protection 12; Subtle, Dynamic* - 2 points
  • Summoned Familiar I: Summon 6, Active, Broad, Controlled, Mental Link, Dynamic - 2 points
  • Summoned Familiars II: Summon 6, Active, Broad, Controlled, Mental Link, Multiple Minions (2 elementals), Dynamic - 2 points
  • Summoned Familiars III: Summon 6, Active, Broad, Controlled, Mental Link, Multiple Minions 2 (4 elementals), Dynamic - 56 points
Advantages:
Assessment, Attractive, Benefit (cipher), Grabbing Finesse, Improved Defense, Improved Initiative, Inspire 2, Jack-of-all-trades, Power Attack, Ritualist, Startle, Trance.

Skills:
Athletics 6 (+6), Deception 3 (+9), Expertise: Magic 6 (+12), Expertise: Survival 6 (+9), Expertise: Warfare 4 (+7), Intimidation 5 (+11), Insight 5 (+9), Perception 4 (+8), Persuasion 3 (+9), Ranged Combat: Magic 8 (+10), Stealth 6 (+7).

Offense:
Initiative +5
Unarmed +3 (Close Damage 0)
Elemental Bolt +10 (Ranged Damage 8)

Defense:
Dodge 8/4, Parry 7/3, Fortitude 5, Toughness 14/2, Will 11.

Totals:
Abilities 42 + Powers 86 + Advantages 14 + Skills 28 + Defenses 13 = 183 points

Offensive PL: 9
Defensive PL: 11
Resistance PL: 8
Skill PL: 7

Complications:
Discovery--Motivation. Honorable (particularly respects hospitality.) Somewhat Literal-Minded. Unfamiliar with Technology or the Modern World.

* If Summoned Familiar I is active, becomes Flight 2, Enhanced Defenses 4 and Sustained Impervious Protection 6, Subtle; if Summoned Familiar II is active, becomes Flight 1, Enhanced Defenses 2 and Sustained Impervious Protection 3, Subtle; if Summoned Familiars III is in use, Defensive Enchantment is unavailable.


Typical Air Elemental -- PL 6/MR 6

Abilities:
STR
1 | STA 2 | AGL 1 | DEX 4 | FGT 2 | INT -2 | AWE 2 | PRE 0

Powers:
Elemental:
Immunity 7 (cold, disease, heat, poison, pressure, radiation, starvation & thirst) - 7 points
Gaseous Form: Visual Concealment 4, Partial; Flight 5 (60 MPH); Permanent Insubstantial 2 - 24 points
Wind Push: Damaging Move Object 5, Accurate - 16 points

Advantages:
Agile Feint, Defensive Roll, Evasion, Set-up

Offense:
Initiative +1
Wind Push +6 (Ranged Damage 5)

Defense:
Dodge 8, Parry 8, Fortitude 4, Toughness 4/2, Will 6

Totals:
Abilities 20 + Powers 47 + Advantages 4 + Defenses 19 = 90 points


Typical Earth Elemental -- PL 6/MR 6

Abilities:
STR
7 | STA 2 | AGL 1 | DEX 2 | FGT 4 | INT -2 | AWE 2 | PRE 0

Powers:
Earth Form:
Burrowing 6 (4 MPH); Immunity 5 (entrapment); Impervious Protection 6; Movement 2 (Permeate), Limited to Earth; Regeneration 10, Source (Contact with natural earth) - 30 points
Elemental: Immunity 10 (life support) - 10 points
Tremorsense: Senses 6 (extended ranged penetrates concealment touch) - 6 points

Advantages:
Chokehold, Close Attack, Fast Grab, Improved Grab.

Offense:
Initiative +1
Unarmed +5 (Close Damage 7)

Defense:
Dodge 3, Parry 4, Fortitude 4, Toughness 8, Will 6

Totals:
Abilities 32 + Powers 46 + Advantages 4 + Defenses 8 = 90 points



Typical Fire Elemental -- PL 6/MR 6

Abilities:
STR
1 | STA 2 | AGL 1 | DEX 4 | FGT 2 | INT -2 | AWE 2 | PRE 0

Powers:
Elemental:
Immunity 5 (disease, heat, poison, pressure, radiation) - 5 points
Flame Blast: Ranged Damage 8 - 16 points
Flame Form: Flight 5 (60 MPH); Immunity 5 (fire damage); Permanent Insubstantial 3, Permanent - 30 points

Advantages:
Agile Feint, All-out Attack, Defensive Roll, Improved Initiative

Offense:
Initiative +5
Wind Push +4 (Ranged Damage 8)

Defense:
Dodge 6, Parry 6, Fortitude 4, Toughness 4/2, Will 6

Totals:
Abilities 20 + Powers 51 + Advantages 4 + Defenses 14 = 90 points


Typical Water Elemental -- PL 6/MR 6

Abilities:
STR
5 | STA 2 | AGL 1 | DEX 2 | FGT 4 | INT -2 | AWE 3 | PRE 0

Powers:
Elemental:
Immunity 7 (disease, drowning, poison, pressure, radiation, starvation & thirst, vacuum) - 7 points
Tremorsense: Senses 6 (extended ranged penetrates concealment touch), Limited, Only in liquid - 3 points
Water Bolt: Ranged Damage 6, Accurate 2, Tiring - 8 points
Water Form: Visual Concealment 4, Only in liquid; Permanent Insubstantial 1; Movement 1 (slithering); Protection 6; Regeneration 10, Source (Water); Swimming 7 (60 MPH) - 29 points

Advantages:
Chokehold, Close Attack, Fast Grab, Improved Grab.

Offense:
Initiative +1
Unarmed +5 (Close Damage 5)

Defense:
Dodge 4, Parry 4, Fortitude 5, Toughness 8, Will 6

Totals:
Abilities 30 + Powers 47 + Advantages 4 + Defenses 10 = 90 points
 

Davies

Legend
Labrys
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As she watches Ligyron try to deal with the burden of the legacy of Kent Wildman, Agnes Tanaka feels only sympathy, but knows that it would do no good to tell him about how she has coped with her own burden of legacy. The cases are too different, for while her mother was also one of the first guardians of Tanelorn, Theresa Pantazis was the first of that group to fall, when her only daughter was little more than a child.

Theresa Pantazis was born in the Greece of a long-lost alternate world, where she became the vigilante known as λιποτάκτης -- the Renegade. She had no powers beyond fury, but wielded an ancient double-bitted axe that she dubbed Anísychi Psychí, "Restless Soul". While following the traces of an international conspiracy, her journey led her to first fight against, then ally with, Kent Wildman. A decade or so later, her labrys was used as a key component of the device that hurled the city that became Tanelorn away from that world as it began to die in nuclear fury.

Afterwards, Theresa married one Harry Tanaka, a long-time ally, and their daughter came along in due course. Agnes was only six -- or thereabouts, timekeeping was difficult when Tanelorn floated in the dimensional void -- when her mother was lost in a the first battle of the numerous proxy wars between Tanelorn and the Sprawl. Her labrys survived, and Harry, against his better instincts, agreed to train their daughter to fight with it when she was a little older. Possessed of the exotic ability to perceive points of weakness in her targets, Agnes undertook the training to be one of the guardians and met Ligyron and Armonia, later fighting at their side.

In the aftermath of the Anachronic Calamity and the loss of the guardian power, Agnes considered retiring from superheroics to focus on training the next generation to defend Tanelorn. But concern for Ligyron has kept her in the harness, especially after they both learned about the resemblance between Armonia and the woman called Pythia. Unlike her friend, Agnes fears that there could be some darker implications to that similarity.

In addition to finding Armonia, Agnes also seeks to learn as much as she can about the structure of the multiverse, ideally from the one called the Warpwitch. While her axe is able to hew open portals that connect the dimensions, she has only ever used this as a "bug out button" for her missions, and opening a door to the former dimensional coordinates of Tanelorn will now do no one any good. She is also curious to learn whether she (or her mother) have counterparts on this world, like many others from Tanelorn ...

Labrys -- PL 9

Abilities:
STR
4 | STA 5 | AGL 5 | DEX 3 | FGT 9 | INT 3 | AWE 4 | PRE 1

Powers:
Anísychi Psychí/Restless Soul:
Linked Strength-based Damage 3, Penetrating 5, Accurate; Linked Weaken Toughness 7, Affects Objects; Movement 3 (dimensional travel 3), Portal; Easily Removable (-14 points) - 21 points
Discern Weakness: Enhanced Advantage 2 (Improved Critical 2), Variable (weapon); Senses 5 (analytical vision penetrates concealment) - 8 points

Advantages:
Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll, Improved Defense, Improved Initiative, Power Attack, Takedown, Uncanny Dodge.

Skills:
Acrobatics 6 (+11), Athletics 6 (+10), Close Combat: Unarmed 2 (+11), Expertise: Civics 6 (+9), Expertise: Dimensional 6 (+9), Insight 4 (+8), Perception 6 (+10), Persuasion 6 (+7), Stealth 3 (+8), Technology 4 (+7).

Offense:
Initiative +9
Unarmed +11 (Close Damage 4)
Restless Soul +11 (Close Damage 7 and Fortitude 7, Crit 18-20)

Defense:
Dodge 9, Parry 11, Fortitude 5, Toughness 7/5, Will 9.

Totals:
Abilities 68 + Powers 29 + Advantages 9 + Skills 23 + Defense 11 = 140 points

Offensive PL: 9
Defensive PL: 9
Resistance PL: 7
Skill PL: 6

Complications:
Responsibility--Motivation. Family
(father.) Legacy.

Note: Should stats for her PL 14 Guardian incarnation be required, add Enhanced Ability 5 for all abilities.
 

Davies

Legend
Mihael Teng
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Much as with streamers in the World in the Aftermath, many young people in the Sprawl turn to what they call "simming" as a way to make money and gain fame -- typically petty amounts of both, but for those who have neither, any is better than none at all. They demonstrate their ordinary or extraordinary lives for the amusement of others, with the best results coming to those who have availed themselves of cybernetics to enhance their performance. Mihael Teng is one of these multitudes, who has boosted his reflexes to allow him to excel at urban acrobatics -- not called parkour, here, but he would recognize the similarities between what he does and that art if he were to learn of it.

And he would like to learn of it, for what little he has been able to learn about the world beyond the barricades of the Sprawl has utterly enchanted him. From various pirated feeds, Mihael has been told of a world more magical than that where he and his family live, and welcomes any intrusion from that world. There has to be more to life than living on what scraps the corps leave to the proles, and he yearns to work with those who want to remake the Sprawl in the image of that world beyond.

Alas for Mihael Teng, the outsiders in whose company he now travels do not have such noble goals. While engaged in a simming run, he stumbled across a conflict between Mercedes Blaze, her entourage, and a trio of Bloodhounds. Impulsively coming to the aid of the visitors (whom he recognized as such from the way that they spoke a language other than Patois) he turned the tide of the conflict. He subsequently volunteered his services to them as a local expert in the belief that they were outsider heroes who wanted to make life better for the people of the Sprawl.

If Mihael were to learn that Blaze is trying to exploit the Sprawl, rather than improve it, he might seek out help to oppose her. Or he might double down and come up with some excuse for why having their technological and biological distinctiveness assimilated into that of a small cabal of outsiders is really in the best interest of the Sprawl. For now, though, he is happy to be useful to his new friends while learning as much as they will tell him about the world outside, which might be more than they realize that they are telling him. Notably, Blaze does not yet grasp how much of her operations he has recorded ...

Mihael Teng -- PL 7

Abilities:
STR
1 | STA 2 | AGL 4 | DEX 2 | FGT 3 | INT 1 | AWE 2 | PRE 3

Powers:
Boosted Reflexes:
Enhanced Advantages 8 (Close Attack 2, Evasion, Improved Initiative 3, Uncanny Dodge), Quirk (Close Attack is only enhanced against opponents with a lower Initiative total); Enhanced Defenses 6 (Dodge 3, Parry 3) - 12 points
I Am A Camera: Features 1 (record audio and video); Senses 2 (low-light vision, ultrahearing) - 3 points
Striking Strength: Strength-based Damage 2 - 2 points
Urban Acrobatics: Leaping 1 (30 feet); Movement 1 (Environmental Adaptation-Urban); Movement 4 (Safe Fall, Sure-Footed 2, Wall-Crawling 1), Limited to Urban Environments; Speed 1 (4 MPH) - 8 points.

Advantages:
Agile Feint, Close Attack 2, Defensive Attack, Defensive Roll, Evasion, Hide in Plain Sight, Improved Critical (unarmed) 2, Improved Initiative 3, Improved Trip, Instant Up, Move-by Action, Power Attack, Prone Fighting, Uncanny Dodge.

Skills:
Acrobatics 7 (+11), Athletics 8 (+9), Close Combat: Unarmed 5 (+8), Expertise: Performance 8 (+11), Expertise: Streetwise 6 (+7), Perception 6 (+8), Ranged Combat: Throwing 4 (+6), Stealth 6 (+10), Technology 6 (+7).

Offense:
Initiative +16
Unarmed +10/+8 (Close Damage 3)

Defense:
Dodge 10/7, Parry 8/5, Fortitude 4, Toughness 4/2, Will 6

Totals:
Abilities 36 + Powers 25 + Advantages 11 + Skills 28 + Defenses 11 = 111 points

Offensive PL: 7
Defensive PL: 7
Resistance PL: 5
Skill PL: 6

Complications:
Thrills--Motivation. Maintenance. Naïve, While Imagining Himself Canny. Secret.
 

Davies

Legend
Olympians
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Sometime towards the end of the Pleistocene Epoch, a group of Titans visited the Sol system and Earth -- likely not for the first time -- and discovered an intriguing species there. Even then, occasional examples of homo sapiens demonstrated abilities outside the norm for their species. As would much later be said, there were giants in those days. The Titans perceived them as potentially useful and took some of them with them when they left, creating numerous lines of cloned soldiers -- later dubbed Spartoi -- and more individually bred officers -- the Olympians.

Eventually, the Olympians overthrew the Titans, ruling much of the stellar territory now known as the Technate and the Imperium from a capitol that orbited a star roughly 800 parsecs from the Sol system. (Neither the planet nor the star exist any longer; the latter became the supernova identified as SN 393 thanks to the efforts of the Destrons.) In their turn, the Olympians fell from power around 2500 BCE and were long believed to be extinct save for a few isolated examples.

This was recently proven untrue, with a group of forty-two survivors emerging from suspended animation in a chamber buried deep within the Jovian moon Ganymede. Led by Metis, they have begun to construct a settlement on the surface of the moon, resuming the cultivation of ambrosia in environmental habitats, and have engaged in diplomacy with certain residents within the planet it orbits, as well as other spacefarers within the Solar system. They have also fought off an attack by a small party of Martian raiders, which they are inexperienced enough to view as more of an assault than it actually was.

Most of the Olympian survivors were ordinary citizens of Ganymede, not possessing any unusual powers or training. Metis has attempted to teach some of them psychic techniques without apparent success. As yet, none of them have left their sanctuary to visit other planets of the Sol system, but many are curious to see what has become of their kingdom in the centuries since its fall. Unfortunately, those who are most curious take it for granted that they will be welcomed as long-absent deities and worshipped.

The reality is likely to be rather different from their expectations ...

Olympian -- PL 7/MR 7

Abilities:
STR
5 | STA 6 | AGL 4 | DEX 3 | FGT 8 | INT 1 | AWE 2 | PRE 3

Powers:
Olympian:
Immunity 4 (aging, cold, disease, poison); Impervious Toughness 6; Regeneration 5 - 15 points

Advantages:
All-out Attack, Fearless, Improved Grab, Improved Hold.

Skills:
Athletics 3 (+8), Close Combat: Grab 1 (+9), Intimidation 4 (+7), Perception 4 (+6), Technology 4 (+5), Vehicles 4 (+7).

Offense:
Initiative +4
Unarmed +8 (Close Damage 5)
Grab +9 (Close Grab 5)

Defense:
Dodge 6, Parry 8, Fortitude 8, Toughness 6, Will 5.

Totals:
Abilities 64 + Powers 15 + Advantages 4 + Skills 10 + Defenses 7 = 100 points

Offensive PL: 7
Defensive PL: 7
Resistance PL: 7
Skill PL: 3

Complications:
Thrills--Motivation. Power Loss
(Olympian, must consume Ambrosia weekly.) Others as Needed.

Variations:
Archer: Reduce FGT to 6; replace Improved Grab and Improved Hold with Equipment 2 (powerbow [Ranged Damage 5]) and add Improved Aim and Tracking; replace Close Combat: Grab with Ranged Combat: Bow 5 (+8) and reduce Vehicles to 2 (+5); increase Dodge to 8.
Boxer: Replace Improved Grab and Improved Hold with Defensive Attack and Power Attack, replace Close Combat: Grab with Close Combat: Unarmed.
Crafter: Drop All-out Attack, Improved Grab and Improved Hold, add Skill Mastery (Technology); drop Close Combat: Grab, increase Technology to 9 (+10).
Hoplite: Reduce FGT to 5; add Body Armor: Impervious Protection 2, Removable; replace Improved Grab and Improved Hold with Equipment (Spear [Strength-based Damage 3, Improved Critical]) and Power Attack, add Improved Defense; replace Close Combat: Grab with Close Combat: Spear; improve Parry to +6.
Runner: Reduce STR to 4; add Speed 4 (30 MPH); drop Improved Grab, Improved Hold; replace Close Combat: Grab with Athletics 4.

Note: Older and more experienced Olympians will have, naturally, higher skills and defenses; their Impervious Toughness is always equal to their Toughness. If any of them have psychic powers, they are keeping them a secret from Metis ...
 

Davies

Legend
April Danza
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Until she was ten years old, April Danza lived a comfortable and happy life with her parents on their estate in rural Connecticut. They were much less wealthy than they had been even two generations before that, but that was of little concern to their only daughter. When she demonstrated that she had some of the old talents, there was idle talk of sending her to be educated at the scholomance in the Berkshires, or its rival in the Miskatonic Valley, but her mother and father decided to postpone such decisions until after they came back from their trip to Athens, where they planned to discuss business with a distant relative.

They never came back, caught up in the first clash between that relative, Simon Munroe, and the novice superhero Nike. It would later be clear that Nike had tried to save them but failed. Even if she had known that at the time, though, it seems likely that April would have lacked the perspective to appreciate the distinction. Her parents were dead, a superhero was involved, therefore it was her fault, and therefore April would have vengeance on her in this world and all the worlds to come.

After three years of study and preparation, the young witch managed to make contact with certain old family associates who offered her a weapon for her war: an ankh-shaped talisman that granted her command over a giant of a man, eventually dubbed the Maniac. Even then, April recognized that she was being used by these inhuman beings for their purposes, which likely had nothing to do with her grief and rage. Nevertheless, she took what she was offered and traveled across the Atlantic to Greece, and prepared an ambush for her enemy.

Despite the might of the Maniac, the skill with which Nike fought allowed her to survive and triumph. During their third conflict, on the roof of the Piraeus Towers in Athens, April misjudged her footing and slipped off the side of the building. Swifter than an eagle, Nike flew down to stop her fall, despite knowing that the fight would be over if she just did nothing. That act of clemency shook April, destroying her certainty that she was doing the right thing. So did her realization that she was treating a thinking being, the Maniac, as a slave who had no choice but to obey her commands. The sort of person who did that was not the sort of person that her parents had raised her to be.

So she made peace with Nike and tried to give the Maniac his freedom. The latter part of that did not work out as well as she hoped, and so April found the new goal of finding a way to end his compulsion to obey whoever held the talisman. To do that, she knew that she would need to study. While the library at New Worminghall would have been ideal for her purposes, she decided that the Futurian Academy was a safer place to pursue these goals, and became a student there in 2018, employing her own talents and heirloom magic ring to sometimes assist the other would-be heroes there.

However, April has never really felt all that inclined towards heroics herself; there is only one person she cares about helping without any reward. After concluding that she had gotten as far with her attempts as the resources at the Academy will permit, and becoming concerned about the recent changes there, she has dropped out of the school. When asked where she was planning to go, she speculated that there might be some useful secrets to be found in Turkey. That may or may not have been disinformation. Regardless, she has left Cardiff, and the journey of this sorcerer continues.

April Danza -- PL 8

Abilities:
STR
-1 | STA 1 | AGL 2 | DEX 2 | FGT 1 | INT 3 | AWE 4 | PRE 7

Powers:
Defensive Talismans:
Sustained Impervious Protection 8, Fades; Removable (-1 point) - 7 points
Mystical Awareness: Senses 4 (acute radius mystical awareness, danger sense) - 4 points
Prodigy: Quickness 3, Limited to designing magical rituals - 1 point
Ring of Passage: Concealment 8 (all sense groups except tactile and mental), Passive; Linked Insubstantial 3; Linked Movement 3 (safe fall, wall-crawling, water-walking); Linked Speed 6 (120 MPH); Removable (-7 points) - 28 points
Shielded Mind: Impervious Will 8, Limited to mental effects - 4 points

Advantages:
Benefit 3 (millionaire), Connected, Defensive Roll, Evasion, Fascination (Persuasion), Improved Defense, Ritualist, Seize Initiative, Taunt.

Skills:
Deception 6 (+13), Expertise: Magic 5 (+12), Insight 6 (+10), Investigation 6 (+9), Perception 5 (+9), Persuasion 4 (+11), Stealth 6 (+8).

Offense:
Initiative +2
Unarmed +1 (Close Damage -1)

Defense:
Dodge 5, Parry 3, Fortitude 3, Toughness 11/9/3/1, Will 8.

Totals:
Abilities 38 + Powers 44 + Advantages 11 + Skills 19 + Defenses 11 = 123 points.

Offensive PL: 0*
Defensive PL: 8
Resistance PL: 6
Skill PL: 8

Complications:
Responsibility (Sort of)--Motivation. Secret Identity. Vanity.
 

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