The World In The Aftermath (Formerly A World Less Magical)

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Davies
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Cmd. Belbard Maharj
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Unlike Ventura Hayez, a former classmate and friendly rival of his, Belbard Maharj was the first member of his family to join the Technate Space Agency. On Muraddin, the Maharj name and symbol are attached to countless consumer electronics, media productions and pieces of real estate, all of this part of an economic empire overseen by his oldest sister. His older brother is a high-ranking administrator in the Bureau of Law Enforcement, considered a likely candidate to eventually serve as its Chief in the next few years. Joining the Agency was an act of rebellion on the part of "Bard".

It was one of the few rebellions he has ever undertaken. Also unlike Ventura, Bard is methodical instead of impulsive, viewing himself as an explorer, scientist and (especially) diplomat rather than a soldier or adventurer. Of course, another way of looking at his personality is that he would rather do nothing than take risks, but that may not be a fair analysis, for he is capable of the same decisive action as any TSA officer.

In many ways, Bard is almost the stereotype of what the TSA wants from its shipmasters, and it is not that much of a surprise that he received command of one of the Declaration II vessels before Ventura was given the same assignment. (A whole two minutes before, but Maharj has been known to observe that you can learn a lot in two minutes.) On the other hand, he was also given command of a genuinely new ship -- not only was the TSV Emancipation not a refit of one of the original Declaration class ships, there was no ship of that name in that class. So it could be said that he has less to live up to than Hayez does.

Cmd. Maharj is noteworthy for his fascination with space oddities. Any sort of unusual stellar phenomenon or BDO that the Emancipation encounters will be studied in as much detail as their other orders permit, even if it has been previously catalogued. After all, who can say what might have happened since then? Of course, that argument is a bit specious when "since then" was a week ago. Consequently, Bard has never received orders that would take him into the Enigma Sector, somewhat to his dismay.

However, he feels even more dismay about the current, somewhat unofficial assignment he has pulled, which will take him there. The scuttlebutt that had reached him about the Adventure first suffering serious damage fighting the Konan in defense of the hellworld known as Earth, and then being stolen, was horrifying enough. That is not the sort of situation that can be gently joked about at the expense of an old friend; that is the sort of situation that gets that old friend discharged from the agency and possibly results in criminal charges against them.

So having been contacted by a hyperspace drone delivering a message that claims that the Adventure is in orbit around a certain planet in the Enigma Sector -- And how in the world did it even get there, in the time since its hijacking?! -- and asked to come pick it and the person who claims to have recovered it from its pirates, then escort it back to Earth, hopefully beating any official response to all this, is really the sort of thing that causes undue stress for a fellow. Nevertheless, he is going to do it. And Hayez will never be able to live down getting rescued like this ...

Cmd. Belbard Maharj -- PL 6

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

Advantages:
Assessment, Benefit (Commander of the TSV Emancipation), Defensive Attack, Equipment 5, Evasion, Grabbing Finesse, Improved Defense, Improved Initiative, Improved Trip, Inspire, Leadership, Luck 3, Set-up, Teamwork.

Equipment:
Blaster Pistol (Ranged Damage 5, AE: Ranged Affliction 5 [Fortitude; Dazed, Stunned, Incapacitated]), Commlink, Protective Uniform (Protection 4, Subtle), and 3 points of equipment as needed. 

Skills:
Athletics 4 (+5), Close Combat: Grab 3 (+7), Deception 4 (+6), Expertise: Civics 6 (+9), Expertise: Galactic 7 (+10), Expertise: History 6 (+9), Expertise: Military 4 (+7), Insight 7 (+9), Intimidation 4 (+6), Perception 5 (+7), Persuasion 9 (+11), Ranged Combat: Blaster 2 (+5), Stealth 4 (+7), Technology 6 (+9), Vehicles 5 (+8).

Offense:
Initiative +7
Unarmed +4 (Close Damage 1)
Grab +7 (Close Grab 3)
Blast Setting +5 (Ranged Damage 5)
Stun Setting +5 (Ranged Fortitude 5)

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

Totals:
Abilities 42 + Advantages 20 + Skills 38 + Defenses 10 = 110 points

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

Complications:
Responsibility--Motivation. Cautious and Methodical. Fascinated by Space Enigmas.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by EternalPhoenix »

Hayez is totally stealing his ship to get hers back with some haarebrained scheme that will undoubtedly be the riskiest thing he's ever been involved with in his life. :mrgreen:
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Maharj: ... yes, that is the sort of thing that she would come up with. The things I do for "vaguely tolerate".
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Guardian Pyros
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Lashonna Nolan sometimes feels like her whole life to this point was spent in training to become this thing that she is now, without ever knowing it. The daughter of a prominent Vancouver politician, she found herself dumped in the care of her grandfather, a Baptist preacher, when (a) her father passed and (b) the career of her mother began to heat up. (See? The fire jokes start early.) Aside from phone calls, Lashonna had little if any contact with the woman who gave her life. As the phone calls almost always came when her mother was disappointed at her work or behavior at school, she came to associate them with the heat of humiliation.

Last month, while playing lacrosse at school, Lashonna suffered an inexplicable collapse. As she was playing goalie and the ball was on the other side of the field, this was naturally quite concerning, but she recovered without ill-effects, claiming that she had just stayed up too late the previous night studying. This resulted in yet another phone call from mom, but Lashonna had other things on her mind and just sat through it with a broad smile on her face.

When she collapsed, she awoke to find herself naked and alone in a vast dark space, gazing up at a roaring wall of fire. And then the fire spoke, offering somber greetings and portentous remarks that Lashonna promptly forgot afterwards. What mattered was the news that she was being entrusted with a fire so hot that the world itself might burn of it, but that she was worthy to keep it in check. "Never forget the heat of this moment," declared the fire, and then there was only flames

She woke up, finding a necklace with a fire charm in her hand. Since then, she has found the other Guardians who, though they have yet to recognize that she ought to be their official leader, generally follow her lead in their battles against that weirdo Kishu and the other threats that show up from time to time. She takes this whole situation a lot more seriously than some of her comrades -- no names Lucis mentioned, of course -- and fully intends to rise up and conquer all the foes who stand before her. Before them, she means. Before them.

In the meanwhile, even without the threat of harm to herself and her loved ones, Lashonna has good reason to keep her identity a secret. Both her mother and her grandfather have expressed their disgust for all of the Guardians, the former publicly and the latter more privately, which just makes the whole situation that much more fun. (That was sarcasm.) Her only real issue with her situation is annoyance that her transformation bleaches her naturally dark hair blonde, but Lashonna has coped with much worse situations.

Guardian Pyros -- PL 9

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

Powers:
Enchanted Necklace/Costume: Feature 1 (quick change); Flight 6 (125 MPH); Immunity 11 (cold, heat/fire effects); Impervious Protection 6; Removable (-7 points) - 29 points
Fire Magic: Array (18 points)
  • Flame Arrow: Ranged Damage 9 - 18 points
  • Flame Breath: Cone Area Damage 9 - 1 point
  • Flame Shapes: Ranged Shapeable Area Damage 6 - 1 point
Heat of the Moment: Environment 2 (extreme heat) - 2 points

Advantages:
Agile Feint, All-out Attack, Assessment, Defensive Attack, Diehard, Leadership.

Skills:
Acrobatics 5 (+8), Athletics 5 (+6), Close Combat: Unarmed 3 (+8), Expertise: Civics 5 (+7), Expertise: Religion 5 (+7), Ranged Combat: Fire Magic 6 (+9), Insight 4 (+6), Intimidation 6 (+9), Persuasion 3 (+6), Stealth 4 (+7)

Offense:
Initiative +3
Unarmed +8 (Close Damage 1)
Flame Arrow +9 (Ranged Damage 9)
Flame Breath -- (Cone Area Damage 9)

Defense:
Dodge 9, Parry 7, Fortitude 4, Toughness 7/1, Will 8

Totals:
Abilities 40 + Powers 51 + Advantages 6 + Skills 23 + Defenses 17 = 137 points

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

Complications:
Responsibility--Motivation. Family (mother and grandfather.) Secret Identity. Temper.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by EternalPhoenix »

Davies wrote: Tue Sep 20, 2022 1:31 am Guardian Lucis
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Davies wrote: Thu Sep 29, 2022 1:41 am Guardian Technon
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Davies wrote: Thu Oct 06, 2022 7:34 pm Guardian Pyros
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Shaping up to be quite a crew, Davies.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Warpwitch/Isekai no Miko/異世界の巫女
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"So. I've been through a lot of changes, recently. I mean, who hasn't? Change, as someone once said, is the only constant. What? No, I don't know who said that. Does it matter? I didn't think so. Moving forward, then. I guess the biggest change is that I finally got a chance to talk to Exelion again for the first time in a while, right before he went missing, and he finally explained that he had made a mistake when he suggested that I dress formally if I was going to be an entertainer. He hadn't meant I should wear a kimono on stage, but -- if you can believe it -- a tuxedo or something. Well, that was clearly nonsense, so when I -- purely spontaneously -- decided to make some costume changes, this is what I settled on. Pretty cool, no?"

"Anyway, that conversation took place during that whole big mess. I ... I feel a bit ... responsible, I guess, is the word that I'm looking for -- responsible for what happened. I think, if I'd been more 'with it', that I could have prevented all that. Or at least mitigated some of it. Well, I didn't, and I don't believe in living in the past, so henceforth, I'm going to have to try and do better. I learned a lot from it, at least, and that should be helpful going forward. It's also opened up some doors I never would have expected.

"Well, I mean, after everything settled down, one of the first things I did was try to open a portal to where the World Closer to Death had been before all this, pretty much expecting to have nothing happen since it wasn't there anymore, right? But even though it took a lot out of me, I opened it up, stepped through, and found myself in the middle of some fight that Ritter and his buddies were having with some squid-people or whatever they were! I saved their hash, of course, and found out that all of that had just left them completely unaffected, as far as they knew. But when I finally got home, I figured out that their world wasn't just something that looked like the way far future of Earth, but was that. So I can time travel now, kind of. Which is pretty neat.

"It has its downside, though. I mean, I was okay helping out the Powerhouse when they asked me nicely, but now that I'm like the planetary authority on dimensions and time, they're acting like 'we need you on staff full-time'. I was gonna say no, and then say hell no before possibly moving onto more profane refusals, but then Blakestone takes me aside and says that she has to go somewhere and do stuff -- no, I'm not gonna say where and what, that's her story, go bother her about it -- and that I'm the only person she thinks can take her place. Well. It's not like flattery will get anywhere with me, but if that's the way it is, then I might as well see how this goes.

"So that's pretty much everything that's happ--

"Oh.

"Um. Well, you see, what happened was that, well, the Vagabonds found out that an old friend of mine, whom I hadn't known was an android when I knew her but who cares about that, was being held captive somewhere, and I ended up helping to rescue her. Once they got her into a new body, she was so apologetic about having tricked me -- and, um, about other deceptions -- that she volunteered to work in my office to make up for it. And I'm like, hey, who ever turned down cheap help? So there we all were, in the office, and ... well ...

"The next thing I know, Mei-chan is freaking out at m-- okay, us -- and saying crap like, 'For pity's sake, how can you still be acting like idiotic teenagers more than a decade out of high school? He loves you, dummy, he's just too proud to admit it!' And then saying other nonsensical things to that d-- him, and then she stomped out swearing. It was scary, seriously. That must be the reason that I ended up needing a hug and ... well, you get the idea, I'm sure.

"So that's where I am, now. How 'bout you?"

Warpwitch/Isekai no Miko -- PL 10

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

Powers:
Defensive Shifting: Enhanced Advantages 4 (Defensive Roll 2, Evasion, Redirect); Enhanced Defenses 16 (Dodge 8, Parry 8) - 20 points
Focused Warping: Enhanced Advantage 1 (Warp); Senses 2 (acute dimensional awareness) - 3 point
Reality Warping: Array (30 points)
  • Barrier: Create 10, Impervious - 30 points
  • Damaging Field: Ranged Burst Area Damage 7, Concentration, Variable 2 - 1 point
  • Damaging Force: Ranged Burst Area Damage 9, Variable 2 - 1 point
  • Destabilizing Event: Ranged Burst Area 2 Affliction 9 (Resisted by Dodge; Hindered, Prone), Limited Degree, Variable 1 (destabilization) - 1 point
  • Hijack Portal: Extended Only Accurate Easy Teleport 6 (60 miles), Portal, Medium (door) - 1 point
  • Mind Swap: Perception-Range Nullify Mental Effects 9, Simultaneous, Subtle - 1 point
  • Sensory Distortion: Ranged Burst Area 2 Affliction 9 (Resisted by Fortitude; Sense Impaired, Sense Disabled, Sense Unaware), Limited to One Sense, Variable 2 (sensory effects) - 1 point
  • Toxic Gas: Ranged Burst Area Affliction 9 (Resisted by Fortitude; Dazed & Fatigued, Exhausted & Stunned), Extra Condition, Limited Degree, Variable (gases) - 1 point
Sliding: Movement 6 (dimensional travel 3, time travel 3), Portal, Quirk (time travel cannot reach any time more recent than 1000 years in the past or future) - 23 points

Advantages:
Assessment, Attractive, Benefit 2 (independently wealthy), Daze (Deception), Defensive Roll 2, Evasion, Extraordinary Effort, Improved Initiative, Luck 4, Redirect, Set-Up, Taunt, Warp.

Skills:
Athletics 5 (+5), Deception 6 (+10), Expertise: Dimensional 8 (+11), Expertise: History 6 (+9), Expertise: Performance 4 (+8), Expertise: Science 6 (+9), Insight 4 (+9), Intimidation 4 (+8), Investigation 7 (+10), Perception 6 (+11), Stealth 4 (+6).

Offense:
Initiative +6
Unarmed +2 (Close Damage 0)
Damaging Field -- (Ranged Burst Area Damage 7)
Damaging Force -- (Ranged Burst Area Damage 9)
Destabilizing Event -- (Ranged Burst Area Affliction 9, Resisted by Dodge)
Sensory Distortion -- (Ranged Burst Area Fortitude 9)
Toxic Gas -- (Ranged Burst Area Fortitude 9)

Defense:
Dodge 14/6, Parry 14/6, Fortitude 5, Toughness 6/1, Will 11

Totals:
Abilities 38 + Powers 83 + Advantages 13 + Skills 30 + Defenses 18 = 182 points

Offensive PL: 9*
Defensive PL: 10
Resistance PL: 8
Skill PL: 6

Complications:
Thrills--Motivation. Bipolar Tendencies. Fear (becoming the other version of herself). Relationship (obnoxious twit that, damn everything, she cares about.)

Note: Successfully traveling travelling forward or backwards more than 8000 years requires an Expertise: Dimensional roll, with the DC based on the time involved. Travel to the eras of either the World More Sorcerous or the World Closer to Death is a DC 26 check.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Just a note in advance -- Monday is Thanksgiving here in Canada, and as I'm thankful that I'm not homeless after an apartment fire rendered my building uninhabitable at the start of September, I'll be taking the day off.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Shock »

Happy Thanksgiving and I am also glad you're not homeless
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by EternalPhoenix »

Shock wrote: Sun Oct 09, 2022 9:34 pm Happy Thanksgiving and I am also glad you're not homeless
Seconded, holy shit.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Shock wrote: Sun Oct 09, 2022 9:34 pm Happy Thanksgiving and I am also glad you're not homeless
EternalPhoenix wrote: Sun Oct 09, 2022 10:01 pm Seconded, holy shit.
Thank you both.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Abraxas
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Redesign by Dave Beaty

They diminished him. In all the centuries of his existence, no being, not even the ruler of Daath herself, had ever done that. He has been manipulated so that he chose to lead his weaker brethren away from the world that should have been theirs rather than see that world laid waste. He has chosen to abandon a conflict that began to bore him to gain a world that he could shape to his liking. He has even abandoned another conflict that still interested him because the opposition, against all odds, had managed to fulfill the condition he had decided would prompt his withdrawal. But never has he ever known defeat and diminishment as he has now and these novelties fill him with fury beyond his imagination.

It is true that there are compensations to this new existence. While more vulnerable than he has been since before he was infused with the power to cause change in conformity with his will, his death will now result in his resurrection in the private sanctum he has shaped for himself. (It resembles the observatory he once created to orbit the planet Earth, which itself resembled the first home he built for himself in the orbit of Chirab.) On the other hand, the demise of one of the other new ascendants of this patchwork reality -- which he did not cause -- has made it clear to him that this form of immortality is no less flawed than any of the others he has encountered in his existence.

Likewise, while the range of his senses is less than it once was, their breadth has expanded to a greater degree than ever before. While aware of the existence of other dimensions -- he was drawing power from them, after all -- he was never able to perceive them nor understand their workings. The transformation he underwent with the rebirth of reality has changed that, opening his senses further. For the first time in an eternity, he has learned new things, which has awakened in him the desires to both gain further knowledge and also restore certain talents that he allowed himself to forget, as they were of no use to him. In this vulnerable state, the ability to recognize a lie when he hears it might be useful once more.

Especially since, as the ultimate part of the insult he has suffered, he is not alone in this level of power. The beings who arranged this diminishment are millions of years gone, but their catspaws remain. Among the hierarchs, Teleute (to use the name she now prefers) and Tiamat are at best indifferent to him, and the others are openly hostile. He remains the mightiest of his supposed peers -- since he is Power -- but if they were to combine their efforts against him, they could bring him down. He must work to keep them divided. The new one might be an ally in this, since he knows well their skill at lying ... but that means he must know when he is being told lies.

His goal is simple. He will regain all that has been taken away from him and punish those who benefited from his weakness. Then, and only then, he will return to Daath and lead its armies once again as the now unfettered master of the Dark Side. He has become a god -- now to take the next step, and become the god and finally become the master of this unrighteous universe.

Abraxas -- PL16

Abilities:
STR
14 | STA 18 | AGL 6 | DEX 6 | FGT 12 | INT 9 | AWE 13 | PRE 14

Powers:
Ascendant: Immortality 5 (one day), Only When On Home Plane; Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical planes), Standard Action - 9 points
"I AM Power": Array (105 points)
  • Reality Is As I Deem It: Illusion 15 (all senses), Selective Area, Dynamic - 106 points
  • I Am Your Doom: Perception Range Damage 16, Variable Descriptor 2 (painful), Dynamic - 2 points
  • I Am Your Punishment: Cumulative Perception Range Affliction 16 (Resisted by Will; Dazed, Stunned, Transformed), Variable Descriptor 2 (humiliation), Dynamic - 2 points
  • I Am The Source: Burst Area Nullify Mystical Effects 16, Broad, Simultaneous, Sustained, Dynamic - 2 points
  • I See All: Remote Sensing 23 (Visual, Audio; 8 million miles), Dimensional 2 (mystical dimensions), Simultaneous, Subtle; Senses 10 (Auditory and Visual Counters All Concealment); Dynamic - 2 points
Strange Being From Another World: Flight 15 (64000 MPH); Immunity 30 (Fortitude effects); Impervious Toughness 18; Impervious Will 15; Movement 3 (space travel 3) - 99 points

Advantages:
Equipment 4, Extraordinary Effort, Fast Grab, Improved Defense, Improved Grab, Improved Hold, Seize Initiative, Weapon Break.

Equipment:
Home Plane: Size Colossal; Toughness 16; Features Communications, Concealed, Defense System, Dimensional Portal (Pandiomon), Grounds, Isolated, Living Space, Personnel, Power System, Security System - 20 points.

Skills:
Expertise: Dimensional 9 (+18), Expertise: Galactic 10 (+19), Insight 7 (+20), Intimidation 7 (+21), Perception 7 (+20).

Offense:
Initiative +6
Unarmed +12 (Close Damage 14)
I Am Your Doom -- (Perception Range Damage 16)
I Am Your Punishment -- (Perception Range Will 16)

Defense:
Dodge 10, Parry 12, Fortitude Immune, Toughness 18, Will 15

Totals:
Abilities 184 + Powers 222 + Advantages 11 + Skills 20 + Defenses 10 = 447 points

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

Complications:
Power--Motivation. Enemies (Other Ascendants.) Sadism.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by greycrusader »

Davies, a quick question: did you always plan for the various parallel worlds to be combined in a COIE style plot, or was this a later development on your part? And do any parallels yet exist?

Oh , sorry that's two questions. My apologies.

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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

greycrusader wrote: Wed Oct 12, 2022 12:50 am Davies, a quick question: did you always plan for the various parallel worlds to be combined in a COIE style plot, or was this a later development on your part? And do any parallels yet exist?
Not ALWAYS, but once I came up with Ananke's background, the Chekov's gun principle demanded that she and it be "fired", and that was how I decided to fix the dissolution of reality that would happen afterwards. And yes, there are a number of parallel worlds that still exist -- all the ones I've only mentioned in passing, like the World That Burned -- and they're being explored by both the Discovery Company and Warpwitch. Some of them have gone through changes of their own.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Ligyron
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Much like his friend Armonia, Ligyron was brought to Tanelorn as a child. Unlike her, he was not a babe in arms, but a two-year old boy who was nonetheless carried through the portal by Kent Wildman himself while the Warden flew ahead with his mother to the hospital. Sadly, the doctors lost the fight to keep her alive, and the two rescuers adopted her child as their own. When he was a little older, they told him that his birth parents had had fought with desperate courage against an army of mechanical monsters that sought to overthrow their world. They had been heroes ... but, as Kent sadly concluded the story, "heroes often fail."

From that point onward, all of his efforts were put towards training himself so that he could join the guardians of Tanelorn in their struggles to prevent the sort of disasters that had claimed the lives of his birth parents. He had a slight advantage in receiving tutelage from one of the originals, as well as his innate speed and physique. Ligyron knew that the power of the guardians chose its wielders according to its own purposes, but hoped that whatever mind guided it was watching his efforts nonetheless. Only hoped, never prayed -- he respected the gods, but would never rely on them.

During the final phase of his training, he befriended Armonia Getane during her own studies at the academy. She saved his life following one, um, "extracurricular training activity" that got a bit out of hand. Ligyron swore that he would repay this debt seven-fold when they were both guardians, fully expecting Armonia to be chosen before he was. He was shocked when she walked away from the final test a failure, and doubly shocked when he then passed. It made no sense to him, but that was reality for you.

During the Anachronic Calamity, Ligyron found himself working alongside Nike of the World Less Magical, whom he found hauntingly familiar, though there was no time to discuss the matter. Ultimately he fought in the final struggle to save reality and woke up in the aftermath to the news that his father had passed and that the guardian force was apparently gone forever. He has come to terms with the latter, relying on his own gifts to keep protecting his home, family and loved ones. He will never accept the former, even though he knows that it makes his mother unhappy and keeps him from giving her the support that she needs. It will all be okay in the end, when he brings the old man back.

In addition to learning the true fate of Kent Wildman, Ligyron is determined to find out what happened to Armonia, who disappeared during the final stages of the conflict but who apparently survived, somewhat to her own confusion. When he sought out help from the heroes of the new world, he was startled to learn that she resembled a major villain of its history, becoming even more concerned for her welfare. It should be said that their friendship is entirely platonic, as Ligyron is almost exclusively attracted to other men. Nevertheless, she is one of the most important people in his life, and their balance of saving and being saved is nowhere close to even. At least, not yet.

Ligyron -- PL9

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

Powers:
Hyper-Speed: Enhanced Advantage 4 (Improved Initiative 4); Enhanced Defenses 8 (Dodge 4, Parry 4); Quickness 8; Speed 10 (2000 MPH) - 30 points
Resilient Physique: Immunity 2 (cold, heat); Impervious Toughness 6 - 8 points
Speed Tricks: Array (18 points)
  • Rapid Strike: Selective Burst Area Damage 6 - 18 points
  • Sonic Boom: Burst Area Damage 9 - 1 point
Advantages:
Agile Feint, All-out Attack, Diehard, Fearless, Great Endurance, Improved Critical (unarmed), Power Attack, Takedown.

Skills:
Acrobatics 7 (+11), Athletics 7 (+12), Close Combat: Unarmed 5 (+13), Expertise: Military 6 (+7), Insight 4 (+8), Intimidation 6 (+7), Peception 6 (+10), Stealth 5 (+9).

Offense:
Initiative +28
Unarmed +13 (Close Damage 5, Crit 19-20)
Rapid Strike -- (Burst Area Damage 6)
Sonic Boom -- (Burst Area Damage 9)

Defense:
Dodge 12/8, Parry 12/8, Fortitude 9, Toughness 6, Will 7

Totals:
Abilities 66 + Powers 49 + Advantages 8 + Skills 23 + Defenses 10 = 156 points

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

Complications:
Responsibility--Motivation. Easily Mistaken For a Thrillseeker. Family (stepmother.) Friend (Armonia.) Refuses to Accept That His Father Is Gone.

Note: Ligyron is an Olympian (contain your surprise) and will gain Immunity 3 (aging, disease, poison) and Regeneration 5 as additional effects of his Resilient Physique if he ever starts drinking ambrosia on a weekly basis.
"I'm sorry. I love you. I'm not sorry I love you."
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Davies
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Location: Edmonton, AB

Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Lt. Mav Oroshi
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As already mentioned, most of the Seshai people present in what is now the Crimson Imperium are philosophically opposed to it, and have either chosen to take up arms against it or treat it as a natural disaster against which they are sheltering in place. But that ignores a small percentage of them who have chosen to serve, either because of personal ambition, sincere belief in the principles of the Imperium, or the notion that they can better improve matters from within the system than from outside it. The latter possibility is exceedingly hubristic, of course, but the Seshai have never been short of those who have an overly high opinion of their talents.

Lieutenant Mav Oroshi is one such Seshai, one of the first to rise to the post of Lieutenant in the Imperium Navy. This is not quite as awesome an accomplishment as it might seem. Creating the post of Lieutenant was one of the reforms introduced by the Crimson King when he overhauled the structure of the Navy following his rise to power. Before that, should the Captain of a Naval vessel be incapacitated or otherwise removed from duty, the most senior Commander aboard would take their post, where now the designated Lieutenant will do so. While this makes for a somewhat smoother chain of command, it seems likely that the large fees demanded to take the exams for the position, almost as much as those to take the exams for Captaincy, were the motivation behind the change.

At the start of his career in the Navy, Lt. Oroshi vacillated between a sincere belief in the Imperium -- or at least the idea that it was better than any hypothetical state that might exist in its place -- and an optimistic confidence that he could make a positive change in the way that it operated, at least in any small corner of it where he might be assigned. The last decade* has done a number on both ideas, but he has managed to avoid slipping into total self-interest and careerism. He has sometimes considered reaching out to contacts in the Insurgency in order to act as a double agent, but fear of the consequences of failure has kept him from doing so.

One of the sources of that fear is his genuine respect for the talents of his current superior, one Rylan Kester, Captain of Heavy Destroyer 3L1T3. Kester is practically his antithesis, being entirely devoted to his own advancement (and amusement) but Oroshi knows that he has one of the sharpest minds he has ever encountered, and combines a talent for strategy with a keen political understanding. If Lt. Oroshi were to betray the Imperium, Kester would discover it, eventually, and the possibility that Oroshi would not die as a consequence is truly terrifying -- because it would mean that he was being used to feed false information to the Insurgency.

Another source is the current assignment of their vessel, essentially ferrying the so-called Scarlet Knights on their debut assignment, a visit to a weird planet in the Unclaimed Regions. As the second-in-command of the vessel, Oroshi has had a number of encounters with these special agents of the Crimson King, and each of them has made him extremely concerned about the direction of the Imperium. The best of them is a dangerous opportunist and the worst a literal monster. But all of them are potential threats pointed at him, as well.

For now, he has chosen to focus his efforts on learning about this planet "Earth" that they will reach in a few months. Bizarre sounding place, but potentially interesting all the same ...

Lt. Mav Oroshi -- PL 7

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

Powers:
Boosted Reflexes: Enhanced Advantages 4 (Evasion, Improved Initiative 2, Uncanny Dodge); Enhanced Defenses 4 (Dodge 2, Parry 2) - 8 points
Communications Implant: Enhanced Skills 1 (Technology 3), Limited to Security; Radio Communication 3, Subtle; Senses 2 (acute radio) - 15 points
Eyemods: Enhanced Advantage 1 (Improved Aim); Senses 3 (analytical visual, infravision, ultravision) - 4 point

Advantages:
Assessment, Defensive Attack, Equipment 6, Evasion, Improved Aim, Improved Critical 2 (blaster rifle), Improved Initiative 2, Power Attack, Precise Attack (Ranged/Cover), Seize Initiative, Set-up, Teamwork, Uncanny Dodge.

Equipment:
Protective Uniform (Protection 4, Subtle), Blaster Rifle (Ranged Damage 8, Accurate), and 8 points as needed.

Skills:
Athletics 5 (+7), Deception 8 (+11), Expertise: Galactic 6 (+11), Expertise: Military 7 (+12), Insight 9 (+12), Intimidation 6 (+9), Perception 6 (+9), Technology 3 (+11/+8), Treatment 2 (+7), Vehicles 6 (+10).

Offense:
Initiative +11
Unarmed +4 (Close Damage 2)
Blaster Rifle +6 (Ranged Damage 8, Crit 18-20)

Defense:
Dodge 7/5, Parry 6/4, Fortitude 5, Toughness 7/3, Will 9

Totals:
Abilities 54 + Powers 27 + Advantages 15 + Skills 29 + Defenses 10 = 135 points

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

Complications:
Duty--Motivation. Blind Without 'Em (becomes visually Unaware if Eyemods are nullified.) Obviously Alien.
"I'm sorry. I love you. I'm not sorry I love you."
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