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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8363155" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: blue">Masogue</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-CDMqRzQ/0/f672ea29/M/10ef2c72a487637f21284054a10dc8e2-M.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Very few Zakashi joined the Armada, as the overwhelming majority of their people were firmly allied with the mystics during the Schism War. Those who did were members of the ship clans, a minority culture of the Zakashi who spent most of their lives aboard star-faring craft, largely abandoning the traditional Zakashi faith. According to legend, the clans were hired to ferry the exodus part of the way to their destination, only to realize that there was no real possibility of return, and so accompanied the rest of the fleet to Muraddin, and have been at the forefront of the Technate's space exploration ever since.</p><p></p><p>One of the consequences of this is that every Zakashi in the Technate knows every other Zakashi, sometimes only by reputation but more usually due to their family connections. Due to the fame that Masogue (MASS-oh-GWAY) earned a decade* ago, as the pilot that achieved a still-unbroken record in completing the Zebulon Run, he seems to run into members of his very extended family with somewhat disturbing frequency. On one recent mission to an unoccupied world, his teammate Hutryea quipped that if they encountered anyone here, it would probably be one of Masogue's relations. Before Masogue could reproach the robot for this absurdity, a ship piloted by a distant cousin hailed them. Masogue chose to say nothing.</p><p></p><p>After his success as a racer, Masogue went into the traditional business of transportation, ferrying people across the Technate. During one such trip, five years* ago, he found himself having the unique company of Captain Mystic. Normally, Masogue avoided conversing with his passengers, since he values his privacy and expects that they should do the same, but on this occasion he found himself curious, as it seemed likely that he would never have the chance to talk with someone who was able to fly through space without the use of a ship. They talked shop, in other words, and found that their respective intuitive understandings of the intricacies of hyperspace navigation were quite similar.</p><p></p><p>Some time later, Masogue was recruited by the Bureau of Law Enforcement to act as the official pilot for a certain group of agents -- Yuriko Tyler's class. The Captain gave him a ring from the small collection of artifacts she'd discovered on her home world and brought with her, known to Technate sources as <em>the Ring of Corsere</em>. (Exactly how this girasol ring ended up on Earth, specifically in Russia, sometime in the 19th century remains something of a mystery.) As she had theorized, Masogue's perspectives on space and time allowed him to use the ring's quantum computing mechanism to become a technomancer, like the Captain herself -- and frankly, to do more with that talent than she could.</p><p></p><p>Masogue is fascinated by the new world that has opened up to him through technomancy. While certainly interested in using his talents to help the group perform their investigations and protect the innocent, he's much more motivated by a desire to explore and learn -- to strive, to seek, to find, and not to yield. That curiosity has led him this far, and though it is possible that it will lead to many mistakes, he's convinced that without it, he will go absolutely nowhere.</p><p></p><p><strong>Masogue -- PL 9</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 2 | <strong>STA</strong> 3 | <strong>AGL</strong> 5 | <strong>DEX</strong> 4 | <strong>FGT</strong> 5 | <strong>INT</strong> 4 | <strong>AWE</strong> 3 | <strong>PRE</strong> 1</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Multiple Arms: </em></strong>Extra Limbs 2 - 2 points</p><p><strong><em>Ring of Corsere: </em></strong>Removable (-13 points)</p><ul> <li data-xf-list-type="ul"><strong><em>Force Field: </em></strong>Linked Sustained Immunity 10 (life support); Linked Sustained Impervious Protection 6 - 22 points</li> <li data-xf-list-type="ul"><strong><em>Psychic Radio:</em></strong> Mental Communication 3; Effortless Mind Reading 9, Limited to Surface Thoughts, Subtle - 34 points</li> <li data-xf-list-type="ul"><strong><em>Quantum Computer:</em></strong> Comprehend Languages 3; Enhanced Advantages 2 (Eidetic Memory, Technomancer); Quickness 6, Limited to Mental - 13 points</li> </ul><p><strong>Advantages:</strong></p><p>Agile Feint, Benefit (Bureau agent), Defensive Attack, <em>Eidetic Memory</em>, Equipment 4, Fast Grab, Grabbing Finesse, <em>Improved Grab,</em> Improved Initiative, Language (Technate Standard, [Xanshi is native]), Move-by Action, Skill Mastery (Vehicles), Teamwork, <em>Technomancer</em>.</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 6 (+11), Close Combat: Unarmed 4 (+9), Expertise: Galactic 5 (+9), Insight 7 (+10), Investigation 5 (+9), Perception 6 (+9), Ranged Combat: Blaster 4 (+8), Technology 8 (+12), Vehicles 9 (+13).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +9</p><p>Unarmed +9 (Close Damage 2)</p><p>Blaster +8 (Ranged Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 9, Parry 9, Fortitude 6, Toughness 9/3, Will 10</p><p></p><p><strong>Totals:</strong></p><p>Abilities 58 + Powers 56 + Advantages 14 + Skills 27 + Defenses 18 = 173 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Discovery--Motivation. Family. Private and Secretive.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8363155, member: 30538"] [SIZE=7][COLOR=blue]Masogue[/COLOR][/SIZE] [IMG]https://photos.smugmug.com/My-First-Gallery/i-CDMqRzQ/0/f672ea29/M/10ef2c72a487637f21284054a10dc8e2-M.jpg[/IMG] Very few Zakashi joined the Armada, as the overwhelming majority of their people were firmly allied with the mystics during the Schism War. Those who did were members of the ship clans, a minority culture of the Zakashi who spent most of their lives aboard star-faring craft, largely abandoning the traditional Zakashi faith. According to legend, the clans were hired to ferry the exodus part of the way to their destination, only to realize that there was no real possibility of return, and so accompanied the rest of the fleet to Muraddin, and have been at the forefront of the Technate's space exploration ever since. One of the consequences of this is that every Zakashi in the Technate knows every other Zakashi, sometimes only by reputation but more usually due to their family connections. Due to the fame that Masogue (MASS-oh-GWAY) earned a decade* ago, as the pilot that achieved a still-unbroken record in completing the Zebulon Run, he seems to run into members of his very extended family with somewhat disturbing frequency. On one recent mission to an unoccupied world, his teammate Hutryea quipped that if they encountered anyone here, it would probably be one of Masogue's relations. Before Masogue could reproach the robot for this absurdity, a ship piloted by a distant cousin hailed them. Masogue chose to say nothing. After his success as a racer, Masogue went into the traditional business of transportation, ferrying people across the Technate. During one such trip, five years* ago, he found himself having the unique company of Captain Mystic. Normally, Masogue avoided conversing with his passengers, since he values his privacy and expects that they should do the same, but on this occasion he found himself curious, as it seemed likely that he would never have the chance to talk with someone who was able to fly through space without the use of a ship. They talked shop, in other words, and found that their respective intuitive understandings of the intricacies of hyperspace navigation were quite similar. Some time later, Masogue was recruited by the Bureau of Law Enforcement to act as the official pilot for a certain group of agents -- Yuriko Tyler's class. The Captain gave him a ring from the small collection of artifacts she'd discovered on her home world and brought with her, known to Technate sources as [I]the Ring of Corsere[/I]. (Exactly how this girasol ring ended up on Earth, specifically in Russia, sometime in the 19th century remains something of a mystery.) As she had theorized, Masogue's perspectives on space and time allowed him to use the ring's quantum computing mechanism to become a technomancer, like the Captain herself -- and frankly, to do more with that talent than she could. Masogue is fascinated by the new world that has opened up to him through technomancy. While certainly interested in using his talents to help the group perform their investigations and protect the innocent, he's much more motivated by a desire to explore and learn -- to strive, to seek, to find, and not to yield. That curiosity has led him this far, and though it is possible that it will lead to many mistakes, he's convinced that without it, he will go absolutely nowhere. [B]Masogue -- PL 9 Abilities: STR[/B] 2 | [B]STA[/B] 3 | [B]AGL[/B] 5 | [B]DEX[/B] 4 | [B]FGT[/B] 5 | [B]INT[/B] 4 | [B]AWE[/B] 3 | [B]PRE[/B] 1 [B]Powers: [I]Multiple Arms: [/I][/B]Extra Limbs 2 - 2 points [B][I]Ring of Corsere: [/I][/B]Removable (-13 points) [LIST] [*][B][I]Force Field: [/I][/B]Linked Sustained Immunity 10 (life support); Linked Sustained Impervious Protection 6 - 22 points [*][B][I]Psychic Radio:[/I][/B] Mental Communication 3; Effortless Mind Reading 9, Limited to Surface Thoughts, Subtle - 34 points [*][B][I]Quantum Computer:[/I][/B] Comprehend Languages 3; Enhanced Advantages 2 (Eidetic Memory, Technomancer); Quickness 6, Limited to Mental - 13 points [/LIST] [B]Advantages:[/B] Agile Feint, Benefit (Bureau agent), Defensive Attack, [I]Eidetic Memory[/I], Equipment 4, Fast Grab, Grabbing Finesse, [I]Improved Grab,[/I] Improved Initiative, Language (Technate Standard, [Xanshi is native]), Move-by Action, Skill Mastery (Vehicles), Teamwork, [I]Technomancer[/I]. [B]Skills:[/B] Acrobatics 6 (+11), Close Combat: Unarmed 4 (+9), Expertise: Galactic 5 (+9), Insight 7 (+10), Investigation 5 (+9), Perception 6 (+9), Ranged Combat: Blaster 4 (+8), Technology 8 (+12), Vehicles 9 (+13). [B]Offense:[/B] Initiative +9 Unarmed +9 (Close Damage 2) Blaster +8 (Ranged Damage 5) [B]Defense:[/B] Dodge 9, Parry 9, Fortitude 6, Toughness 9/3, Will 10 [B]Totals:[/B] Abilities 58 + Powers 56 + Advantages 14 + Skills 27 + Defenses 18 = 173 points [B]Complications: [I]Discovery--Motivation. Family. Private and Secretive.[/I][/B] [/QUOTE]
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