Car Caspian
On the planet Dacksen, one of the countless gleaming worlds of what had once been an Imperium that had been seized by Earth-descended humans by the twenty-eighth century, the scientific elite determined that the most efficient military that they could create would be a small regiment of superpower soldiers commanding a much larger army of robots. So they created their military, and for a full rotation of their planet -- roughly three years on Old Earth -- their soldiers, super- and robot-, defended them against all the threats the cosmos could throw at them. Nevertheless, these savants were still surprised and outraged when their army bloodlessly seized control of the planet, having determined that doing so was the most efficient way to defend it.
Car Caspian was one of the leaders of this army of super-soldiers. Ironically, he had been one of the few commanders who argued against the coup, claiming that the savants had a better understanding of civilian administration than any of them did, but nevertheless agreed to support it when the consensus clearly favored it. And he completed his tasks -- ones that he recognized were not mission critical, but which he still took seriously -- with skill and daring. In the aftermath, he was surprised to find himself selected by that self-same consensus to serve as the new Chief Planetary Administrator, or Peacelord. (It sounds better in their language.)
It did not take him long to recognize that he had been set up to fail. Trusted by neither what remnants of the original administration had persisted, nor by many of his fellow soldiers, he was forced to repeatedly take personal action in order to deal with the many problems that Dacksen faced during his time in office, relying on a handful of associates whose activities he personally supervised. Caspian did not fully grasp that his personal supervision suggested to them that he did not trust them to complete their assigned tasks, eroding their own trust and respect for him. For his part, he was just trying to lead in the same way that he always had.
Matters finally reached their boiling point in an affair that would have been a planetary disaster if not for the intervention of the Rutherfords, who happened to be visiting this world and time. Caspian found himself seriously considered impressing the two time travelers into government service, since it seemed likely that their help would be critical in future situations, but ultimately rejected this as a dishonorable notion. Instead, he stepped outside of his comfort zone and asked them for advice on how to deal with the unwinnable position in which he found himself.
Bruce Rutherford listened to his explanation, and then considered only a moment before asking what he believed to be the most significant question. How long was his assignment as Peacelord supposed to last? Confused, Caspian explained that he was assigned to the position until removed from office, whether due to death or debility or the decision of the consensus. Then Bruce asked the follow-up question: "Are you allowed to resign?"
It was an idea that he had never even imagined. No member of their regiment had ever voluntarily resigned their commission; even in those first few moments, the notion of doing so felt like admitting defeat. And yet, he had been put into this position with the expectation that he would, eventually, be defeated by the burdens of the office. When he thought about it like that, the notion of being the one who made the decision of when the situation ended was a rather appealing one. He promptly returned to the planetary capitol, submitted his report on the most recent episode, and then also submitted his resignation.
The consensus was every bit as bewildered by the idea of his resigning as he was, and tried to persuade him to reconsider, offering all sorts of concessions. For the first time in ages, Caspian laughed as he realized that none of them wanted the job either! He declined to go on being their scapegoat, and walked away from their arguments about who to put in his place. The Rutherfords were waiting, and he inquired whether he might repay their help by accompanying them. So he began his voyages in time.
Superhuman in physique and trained in technologies vastly advanced above those in use in the 21st century, Cal Caspian remains a soldier at heart. Unfortunately, he is still just learning when and how to trust his subordinates -- or teammates -- to do their jobs rather than hovering over them to supervise their activities. Working alongside another noteworthy military commander, who
had to do so due to a lack of communication, is helping him to do this, but it remains a work in progress.
Is Caspian the traitor? Sadly, he is probably the most likely suspect, particularly since he helped to invent the weapon he refers to as the stasis beam, something frequently employed by Lord Carnifex. Yet on the other hand, that is apparently an innate ability of the temporal raider, which suggests that something else might be going on ...
Car Caspian -- PL 8
Abilities:
STR 5 |
STA 5 |
AGL 2 |
DEX 3 |
FGT 5 |
INT 3 |
AWE 3 |
PRE 2
Powers:
Flying Harness: Flight 5; Removable (-2 points) - 8 points
Power Lift: Enhanced Strength 1, Limited to lifting (1800 lbs) - 1 point
Stasis Generator: Ranged Affliction 8 (Resisted by Dodge, Overcome by Will; Hindered and Vulnerable, Defenseless and Immobile, Paralyzed and Unaware), Extra Condition; Reversible, Easily Removable (-10 points) - 15 points
Temporal Anomaly: Features 2 (chronal bulwark, chronal memory) - 2 points
Advantages:
Agile Feint, Assessment, Defensive Attack, Diehard, Equipment, Improved Aim, Improved Initiative, Improvised Tools, Leadership, Move-by Action, Ranged Attack 3.
Equipment:
Body armor (Protection 4), commlink translator.
Skills:
Acrobatics 4 (+6), Athletics 4 (+9), Close Combat: Unarmed 3 (+8), Expertise: Military 6 (+9), Insight 5 (+8), Perception 5 (+8), Ranged Combat: Stasis Generator 2 (+5), Technology 6 (+9), Treatment 4 (+7), Vehicles 5 (+8).
Offense:
Initiative +6
Unarmed +8 (Close Damage 5)
Stasis Generator +8 (Ranged Affliction 8, Resisted by Dodge)
Defense:
Dodge 5, Parry 7, Fortitude 6, Toughness 9/5, Will 7
Totals:
Abilities 56 + Powers 26 + Advantages 13 + Skills 20 + Defenses 10 = 125 points
Offensive PL: 8
Defensive PL: 8
Resistance PL: 7
Skill PL: 4
Complications:
Responsibility--Motivation. Huge Appetite. Obviously Superhuman. Still Learning to Delegate.