Davies
Legend
Amothat
When the great Armada departed from the Imperium in whatever spaceships they were able to scrounge together -- many of them vessels that were never meant for long-term occupancy -- they were by no means certain of their ultimate destination, only that it must be a place far from the government in which they no longer had any faith. The Chiraben given charge of their fleet, Commander Muraddin, stated that he knew of a world that would suit their needs, but others among the crew of his flagship would later claim that he never spoke of their destination to any of them. Further, a tradition would eventually develop that the Admiral engaged in lengthy, private conversations with a mysterious figure swathed in robes, who was only glimpsed momentarily by anyone else. When asked about these episodes, the Commander nearly always denied that they'd ever occurred. Except for once, towards the end of the voyage, when he referred to the figure as 'our guide'.
An entire religion has grown up around those words on Muraddin and other worlds of the Technate. Ironically, ultra-orthodox Guidists would regard the suggestion that the being known as the Amothat was the same entity who guided the Armada as utter heresy, as it is clearly a material entity, not the spiritual one in which they believe. Even less rigorous followers of the Guide are dubious as to the identification, for it is well known that the Amothat never gives anyone a straight answer to a question, making it seem unlikely that it could possibly have aided the Commander or the Armada on their journey.
The Amothat is a mysterious entity, sighted throughout the space explored by the Technate, and also that of the Vaask and the Konan. For the most part, it seems to act as an observer to the events that take place in this region of space, though there are dubious tales of it intervening to rescue innocent lives when no other being was able to do so, or defeating threats which seemed on the verge of triumph. It has been suggested that it has some connection to the Council of Aperion, for it has been seen on that world many times, and its powers are somewhat like those of a wielder of a Power Prism. Yet the Council, when asked by a Technate diplomat, disclaimed any authority over the Amothat, and implied that it was every bit as much of a mystery to them.
When the Amothat does interact with other entities, it usually does so by asking them questions -- often of an extremely personal nature, frequently of matters that the subject has completely forgotten. When asked anything, it normally replies with nonsense, or poetry that seems poorly applicable, at best. The individual in the modern Technate who has had the most interaction with the Amothat is Captain Mystic. Briefed on the way that conversations with the creature usually went, she embarked on a different approach. She answered all of the Amothat's questions as honestly and directly as she was able to do, admitting gaps in her knowledge when necessary, asking it absolutely nothing in return.
When the Amothat was apparently satisfied with her answers, it engaged with the Captain through telepathy, revealing certain things about herself that she had never realized, and in the process opening itself up to her, so that she had more of an understanding of the nature of this being than any other mortal entity had ever managed. The immediate outcome was that the Captain learned of her amulet's potential technomantic abilities, and began to gain mastery of them. But of what she learned about the Amothat, she has only ever spoken briefly. When asked what the Amothat thought of the Technate, she answered in one short phrase: "It pities us."
Amothat -- PL 13
Abilities:
STR 0 | STA 4 | AGL 6 | DEX 6 | FGT 6 | INT 11 | AWE 8 | PRE 4
Powers:
Levitation: Continuous Flight 7 (250 MPH) - 21 points
Psychokinetic Field: Immunity 10 (life support); Impervious Protection 12 - 34 points
Superior Mental Capacity: Comprehend 2 (languages, understand and understood); Impervious Will 12; Quickness 10, Limited to Mental Tasks only - 23 points
Telepathy: Mental Communication 4 - 16 points
Vast Psychic Powers: Array (32 points)
Advantages
Assessment, Eidetic Memory, Equipment X, Jack-of-all-Trades, Speed of Thought, Well-informed.
Equipment:
An artificially intelligent self-repairing starship of undocumented capabilities.
Skills:
Deception 7 (+11), Expertise: Galactic 6 (+17), Insight 8 (+16), Intimidation 9 (+13), Perception 7 (+15), Ranged Combat: Telekinesis 4 (+10), Technology 3 (+14), Vehicles 6 (+12).
Offense:
Initiative +11
Unarmed +6 (Close Damage 0)
Telekinetic Lash +10 (Ranged Damage 16)
Defense:
Dodge 10, Parry 8, Fortitude 9, Toughness 16, Will 16
Totals:
Abilities 90 + Powers 132 + Advantages 5 + Skills 25 + Defenses 19 = 271 points
Complications:
Responsibility (Probably)--Motivation. Makes People With the Complication "Mysterious and Enigmatic" Seem Straightforward and Opaque.
When the great Armada departed from the Imperium in whatever spaceships they were able to scrounge together -- many of them vessels that were never meant for long-term occupancy -- they were by no means certain of their ultimate destination, only that it must be a place far from the government in which they no longer had any faith. The Chiraben given charge of their fleet, Commander Muraddin, stated that he knew of a world that would suit their needs, but others among the crew of his flagship would later claim that he never spoke of their destination to any of them. Further, a tradition would eventually develop that the Admiral engaged in lengthy, private conversations with a mysterious figure swathed in robes, who was only glimpsed momentarily by anyone else. When asked about these episodes, the Commander nearly always denied that they'd ever occurred. Except for once, towards the end of the voyage, when he referred to the figure as 'our guide'.
An entire religion has grown up around those words on Muraddin and other worlds of the Technate. Ironically, ultra-orthodox Guidists would regard the suggestion that the being known as the Amothat was the same entity who guided the Armada as utter heresy, as it is clearly a material entity, not the spiritual one in which they believe. Even less rigorous followers of the Guide are dubious as to the identification, for it is well known that the Amothat never gives anyone a straight answer to a question, making it seem unlikely that it could possibly have aided the Commander or the Armada on their journey.
The Amothat is a mysterious entity, sighted throughout the space explored by the Technate, and also that of the Vaask and the Konan. For the most part, it seems to act as an observer to the events that take place in this region of space, though there are dubious tales of it intervening to rescue innocent lives when no other being was able to do so, or defeating threats which seemed on the verge of triumph. It has been suggested that it has some connection to the Council of Aperion, for it has been seen on that world many times, and its powers are somewhat like those of a wielder of a Power Prism. Yet the Council, when asked by a Technate diplomat, disclaimed any authority over the Amothat, and implied that it was every bit as much of a mystery to them.
When the Amothat does interact with other entities, it usually does so by asking them questions -- often of an extremely personal nature, frequently of matters that the subject has completely forgotten. When asked anything, it normally replies with nonsense, or poetry that seems poorly applicable, at best. The individual in the modern Technate who has had the most interaction with the Amothat is Captain Mystic. Briefed on the way that conversations with the creature usually went, she embarked on a different approach. She answered all of the Amothat's questions as honestly and directly as she was able to do, admitting gaps in her knowledge when necessary, asking it absolutely nothing in return.
When the Amothat was apparently satisfied with her answers, it engaged with the Captain through telepathy, revealing certain things about herself that she had never realized, and in the process opening itself up to her, so that she had more of an understanding of the nature of this being than any other mortal entity had ever managed. The immediate outcome was that the Captain learned of her amulet's potential technomantic abilities, and began to gain mastery of them. But of what she learned about the Amothat, she has only ever spoken briefly. When asked what the Amothat thought of the Technate, she answered in one short phrase: "It pities us."
Amothat -- PL 13
Abilities:
STR 0 | STA 4 | AGL 6 | DEX 6 | FGT 6 | INT 11 | AWE 8 | PRE 4
Powers:
Levitation: Continuous Flight 7 (250 MPH) - 21 points
Psychokinetic Field: Immunity 10 (life support); Impervious Protection 12 - 34 points
Superior Mental Capacity: Comprehend 2 (languages, understand and understood); Impervious Will 12; Quickness 10, Limited to Mental Tasks only - 23 points
Telepathy: Mental Communication 4 - 16 points
Vast Psychic Powers: Array (32 points)
- Gaze: Perception Range Affliction 10 (Resisted by Will; Dazed & Vulnerable, Stunned & Defenseless), Extra Condition, Limited Degree - 1 point
- Hallucinations: Illusion 10 (all senses), Limited to One Subject, Resisted by Will - 1 point
- Mind Probe: Cumulative Mind Reading 10, Subtle - 1 point
- Spacewarp: Movement 2 (space travel); Accurate Extended Teleport 7 - 1 point
- Telekinetic Lash: Ranged Damage 16 - 32 points
- Telekinetic Constructs: Create Object 10, Moveable, Precise, - 1 point
- Telekinetic Motion: Move Object 16 - 1 point
Advantages
Assessment, Eidetic Memory, Equipment X, Jack-of-all-Trades, Speed of Thought, Well-informed.
Equipment:
An artificially intelligent self-repairing starship of undocumented capabilities.
Skills:
Deception 7 (+11), Expertise: Galactic 6 (+17), Insight 8 (+16), Intimidation 9 (+13), Perception 7 (+15), Ranged Combat: Telekinesis 4 (+10), Technology 3 (+14), Vehicles 6 (+12).
Offense:
Initiative +11
Unarmed +6 (Close Damage 0)
Telekinetic Lash +10 (Ranged Damage 16)
Defense:
Dodge 10, Parry 8, Fortitude 9, Toughness 16, Will 16
Totals:
Abilities 90 + Powers 132 + Advantages 5 + Skills 25 + Defenses 19 = 271 points
Complications:
Responsibility (Probably)--Motivation. Makes People With the Complication "Mysterious and Enigmatic" Seem Straightforward and Opaque.