The Saknussen Caverns
Arne Saknussen was an Icelandic scholar and reputed alchemist, born around 1512 and disappeared from the historical record around 1573. (Jules Verne, or possibly his editor, represented his name as Saknussemm.) If in his own writings he claimed to have discovered a passage to the center of the Earth, all such claims were lost when his entire corpus was burnt during the height of the Icelandic witch hunt, roughly a hundred years after he vanished. Nevertheless, Professor Otto Lidenbrock and his nephew Axel Blumbardt, along with their guide Hans Bjelke, were able to follow a trail of markings left by him in the great system of caverns that lie beneath the Atlantic Ocean and parts of Europe.
Their expedition was declared a fraud at the time, and it would not be until nearly a decade after the publication of their account, translated and somewhat expanded upon by Verne, that a second successful expedition would demonstrate that there was indeed such a region accessible through a passage through
Snæfellsjökull. There had been a handful of
unsuccessful expeditions in that decade, which further contributed to the poor posthumous reputation of Professor Lidenbrock, as did his claims to have sighted dinosaurs (and giant humanoids) in the caverns. As the second journey, and subsequent expeditions would demonstrate, while there are large animals dwelling within the caverns, and the LIdenbrock Sea, they are examples of species present in the current geological age.
Or they were, prior to the arrival of travelers from the future, as when Bruce Rutherford arranged for the arrival of several groups of morlocks, eloi, and certain other species native to the far distant future of Earth. They have been fruitful and multiplied in this region, with the morlocks in particular adapting to their new environment and changing it to better suit themselves. This change in circumstances has cause a considerable cultural shift among the morlocks, with some communities abandoning their husbandry of the eloi in favor of pursuing other prey. (Others continue the practice and tend to be rather self-righteous about it.) The eloi remain largely unaffected by any of this and uninterested in making any changes.
Because of the difficulty and danger of exploring the caverns, expeditions tended to take place no more than once or twice per decade prior to the establishment of the Morrison Institute. Explorers working for the latter have made numerous attempts to explore and chart it, with a particular interest in discovering possible links to other subterranean realms beneath North America and Asia. Argus has often provided protective services for such expeditions, and established a safehouse in one region of the caverns that contained an experimental teleporter, to allow for a quick exit from them in case of disaster.
Following the recent exposure of Anna Rothery and several other traitorous agents associated with her, Argus engaged in a great deal of housecleaning, changing access codes to many of its facilities to limit the future damage these rogues could do. As part of this effort, the teleporter mechanism linking the New York headquarters of Argus was also reset, requiring the dispatch of a team to the safehouse in the caverns, to reset the codes on the other end while also checking on the facilities. They understandably did not expect to discover a young woman residing within those facilities!
After she had incapacitated four of the five members of the team, the last conscious survivor was able to convince her of his lack of hostile intentions and calm the mysterious individual, who had not spoken a word during the minute that this all took. While the agent suspected that he might be dealing with a feral child, he was disabused of that notion. While not speaking, she apparently understood spoken English and was able to write a word that she indicated should be used as her name in the dust on the floor -- Argun. The agent noted a damaged poster on the wall that might have read "
Argus Security,
North American Division" at one point, and developed a hypothesis about the origin of her name.
When the rest of the team recovered, they were able to convince Argun to accompany them back to Argus headquarters to have a medical examination. This confirmed that she was apparently a superpowered human being, but was unfortunately cut short when the Director General arrived and took a look at her. "
Joanna?" he gasped, using the name of his first-born daughter, dead since 1942. She responded to this with a panicked shriek and escaped from the infirmary, making her way back to the teleporter and from there back to the Caverns, having apparently memorized the access code from having seen it used once.
All attempts to find to find Argun and clarify her origins have failed. She is apparently known to the eloi who make their homes in the area near the safehouse, but they have been predictably no help in discovering her whereabouts. It is possible that the nearby morlocks might know more, but they are extraordinarily suspicious of outsiders, having had an extremely poor first contact with Morrison-backed explorers who believed that they still practice "husbandry" of the eloi. (As far as is known, they do not.)
Argun -- PL 9
Image by Glee-chan.
Abilities:
STR 2 |
STA 4 |
AGL 6 |
DEX 6 |
FGT 7 |
INT 1 |
AWE 3 |
PRE 2
Powers:
Mobility: Leaping 2 (30 feet); Movement 6 (safe-fall, sure-footed 2, swinging, wall-crawling), Limited to natural environments; Speed 2 (8 MPH); Swimming 1 (2 MPH) - 17 points
Advantages:
Agile Feint, All-Out Attack, Animal Empathy, Attractive, Chokehold, Defensive Roll, Equipment 1, Evasion, Fearless, Grabbing Finesse, Great Endurance, Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Startle, Tracking.
Equipment:
Knife (Strength-based Damage 1)
Skills:
Acrobatics 5 (+11), Athletics 10 (+12), Close Combat: Knife 3 (+10), Expertise: Survival 12 (+13), Insight 6 (+9), Intimidation 6 (+8), Perception 8 (+11), Persuasion 5 (+7), Sleight of Hand 6 (+12), Stealth 3 (+9).
Offense:
Initiative +10
Unarmed +7 (Close Damage 2)
Knife +10 (Close Damage 3).
Defense:
Dodge 12, Parry 10, Fortitude 6, Toughness 6/4, Will 7.
Totals:
Abilities 62 + Powers 17 + Advantages 18 + Skills 32 + Defenses 15 = 144 points
Offensive PL: 7
Defensive PL: 9
Resistance PL: 7
Skill PL: 8
Complications:
Survival--Motivation. Nonverbal (but literate.)
Unfamiliar With Modern Technology or Culture.
Morlocks -- PL 4/MR 3
Abilities:
STR -2 |
STA 1 |
AGL 2 |
DEX 2 |
FGT 3 |
INT 3 |
AWE 0 |
PRE 0
Powers:
Darkness Adapted: Senses 2 (darkvision) - 2 points
Healing Factor: Immunity 2 (disease, poison); Regeneration 2 - 4 points
Small Size: Permanent Shrinking 4 (3 feet; -1 Strength, +2 Dodge, +2 Parry, +4 Stealth, -2 Intimidation), Innate - 5 points
Advantages:
Benefit (makes climbing checks with Agility.) Grappling Finesse, Improvised Tools, Teamwork.
Skills:
Expertise: Survival 2 (+5), Perception 4 (+4), Sleight of Hand 4 (+7), Stealth 2 (+8), Technology 3 (+6), Treatment 3 (+6)
Offense:
Initiative +2
Unarmed +3 (Close Damage -1)
Defense:
Dodge 4, Parry 5, Fortitude 4, Toughness 1, Will 4
Totals:
Abilities 16 + Powers 11 + Advantages 2 + Skills 9 + Defenses 7 = 45 points
Offensive PL: 3
Defensive PL: 3
Resistance PL: 4
Skill PL: 2
Complications:
Survival--Motivation. Fears Light. Suspicious.
Eloi (PL 1) are Bystanders with the
Small Size power of the Morlocks. Some examples will have INT 0, Expertise: Survival and Perception skills, but most have INT -1 and no meaningful skills. Their motivation is
Amusement, and most have the additional complications of
Fears Darkness and
Trusts Easily.