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

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greycrusader
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Re: A World Less Magical But No Less Fantastic

Post by greycrusader »

Hey, happy birthday!
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Thank you!
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Re: A World Less Magical But No Less Fantastic

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* The World More Sorcerous has become the extreme past of Earth, roughly 150 million years ago. Hundreds of thousands of years in the future, one of humanity's descendant species, accompanied by other kindred, time travels there to start over. Their civilization lasts at least an epoch, but all traces of it are destroyed by the Chicxulub impact, the wrath of the Xothi, and, you know, time.

* The World Closer To Death has become the extreme future of Earth, roughly 250 million years in the future, settled by a different set of time travelers.

* Tanelorn is located on an artificial island north of Bermuda. Under the leadership of Patricia MacMillan, the Warden, who has succeeded her vanished husband as Sherrif, Tanelorn is attempting to establish diplomatic relations with their new neighbors, most of whom are understandably concerned about the city full of superpowers who just appeared out of nowhere.

* The Sprawl is located on the coast of the Magadan Oblast, due south of the former location of Butugychag. As yet, its corporate overlords have not yet established diplomatic relations with the Russian Federation, but are reportedly in talks with the Empire of Korea.

* Many of the heroes and villains of the World More Grim merge with their counterparts on the World Less Magical. (Exile, for example, has started dyeing her hair red, matching the natural hair color of the Goddamned Queen.)

* One who doesn't is Renegade, who is reborn (slightly younger) as the artificially conceived child of Jora and Mong, arriving on Earth a few years after Jora and Roger were married and adopted by them.

* Another who doesn't is Teddy Beauregarde, who is reborn (slightly younger) as Dr. Caulder's nephew, whom Robert Richmond has entrusted with the identity of Darkwing while he retires to pursue some research.

* Connor Roberts is also reborn (much younger) and has just discovered his Power Prism.

* Nike is no longer the Last Olympian; numerous Olympians of the World More Grim now reside on Ganymede, with most of them "remembering" having entered stasis and emerged only recently. (Prometheus is avoiding them, for now.) They are led by Nike's "aunt" Metis, who has vague memories of her existence as Pallas' aunt, and finds them extremely confusing.

* The Eternal-rank Ascendants of the World More Grim (Merlin, the Dreamweaver, the Erlking, the Mnajimu and Mephistopheles) are now joined by Hierarchs (less powerful than those who existed in the World More Sorcerous), mostly from the World Less Magical. Teleute, as already mentioned, becomes the Hierarch of Entropy. Tiamat becomes the Hierarch of Matter. Kent Wildman becomes the Hierarch of Mind. Abraxas becomes the Hierarch of Power (this is a step down for him.) Exelion becomes the Hierarch of Time.

* In addition, there is a group of young superheroes based out of Vancouver who seem to be the reincarnations of the Princesses of the Universe ...

* Soon after the changeover, the Mnajimu is apparently killed in a way that interferes with his immortality, and is promptly replaced by a different, mysterious crimson-robed Ascendant of Time. It is likely that more Ascendants will arise in the future.

* Daath and the Dark Side are currently leaderless; in the absence of Ananke, it is not even clear how a new leader can be chosen. The Last Men Standing and the Power Prism users are starting to reclaim conquered territory.

* The biggest heroic casualty of the struggle was Megan Excalibur. On meeting her World More Grim counterpart, who was significantly more like a fictional character who had inspired her as a child, and learning that the other would be essentially destroyed by the universal merger, Sakura Megumi chose to sacrifice her life in battle so that Sakura Motoko would have a chance to go on living. It worked. Her last words were, "Empty things sometimes become useful."

* The biggest villainous casualty of the struggle was the Purple Haze, killed by Railgun after the latter determined that she was the one who had been conspiring against her. Railgun remains unaware that the Purple Haze was her daughter from a divergent timeline, and is still obsessed with destroying "the rest of the conspiracy".

* Riverwind has received a power-up, making her as powerful as Iridescent, and developed the same regenerating life-force. She has not found any sign that the Vima exist in this new world, and is not sure what's going on here.

* Trouble and Bravo have learned that Trouble is the original and Bravo is the clone. Bravo isn't taking this well.

* The Discovery Company turned out to have been timenapped during the invasion, played a key role in the crisis, and have since started exploring the new multiverse, leaving it unclear if they will ever return to their original world.

* The Primal Pattern are back.

* The whereabouts and circumstances of Cerebron, Billie Zane and Jessica Drummond are mysteries.

* So too has le Charme vanished without any explanation. Meanwhile, the Dreamdancer has claimed the Dreamfiend as her servant, but has not done anything to prevent his crimes.

* Dancer was rescued from her fall by Jack Neutron.

* And Armonia? As she recuperates in a back room of an orphanage in the Sprawl, she muses, "These days, you just never know who's going to die ... and who's going to live."
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Dr. Noemi Charpentier
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Born in 1981 as the next-to-youngest child of an upper-middle class Toulouse family closely associated with the aerospace industry, Noemi Charpentier was unsure what she wanted to do with her life, beyond doing something that had nothing to do with aircraft, either building or flying them. Shortly after she turned sixteen, her powers became active, and for a few terrifying days she had to struggle not to see people as walking, talking skeletons. Gaining mastery over her clairvoyance, slowly pulling her vision back to perceive organs and sinew, awakened a curiosity about the mechanics of the human form, and she decided to study medicine.

Of course, she knew that she wouldn't be able to use her 'gift' in a clinical setting, as it would render x-ray technicians superfluous and so cost people their jobs. But she could still see some ways to use it as long as she kept it a secret, and resolved to do so. On the other hand, she also wanted to use it for the immediate benefit of humanity, and so began a career as a nocturnal crime fighter in Toulouse, under the name la Voyeuse, not long after she turned eighteen. Her heart wasn't really in it, though, and her expeditions became rarer after she started med-school, and stopped altogether after the 2006 coup attempt.

For about five years, up until the end of her residency, she thought she might have gotten out of the world of superpowers for good. That was when she was contacted by Exelion and offered the recently vacated position of school doctor at the Futurian Academy. When she attempted to demur by suggesting a more experienced physician, the headmaster revealed that he knew about her past and hoped that she would also be able to assist those of his students who wanted to use their powers without wearing a costume. Reluctantly, she agreed to the proposal and has been there ever since.

Last week, when Exelion had been missing for a month without any hint as to his whereabouts, the Academy's board of directors gathered to choose an interim replacement for him. They first offered it to Andrew Byron, who has been with the school since it opened, but he declined. Noemi was then confused to see them offer it to the recently arrived Kathy Scathach, but as she apparently took this as a joke, given her laughter, it probably was. But then they offered the job to her, and Noemi couldn't really laugh that off -- she had ten years of seniority, after all. With even greater reluctance, she accepted the position, and hopes that Exelion will soon return from whatever odd mission has taken him away. Until then, she will try to do his job.

Dr. Charpentier initially was only able to see through solid objects at will, but soon developed the power to share that perspective with others -- initially only with those whom she could touch, but currently with anyone within a small radius of her position. For obvious reasons, she does not do so too often, as she remembers just how terrifying this perspective can be to someone who hasn't yet studied gross anatomy.

Dr. Noemi Charpentier -- PL 5

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

Powers:
Shared Clairvoyance: Senses 6 (darkvision penetrates concealment), Affects Others and Self in Selective Burst Area - 24 points

Advantages:
Assessment, Defensive Roll, Skill Mastery (Treatment).

Skills:
Athletics 3 (+4), Expertise: Current Events 2 (+6), Expertise: Popular Culture 2 (+6), Expertise: Science 4 (+8), Insight 3 (+7), Investigation 4 (+8), Perception 5 (+9), Persuasion 4 (+7), Stealth 3 (+5), Technology 2 (+6), Treatment 6 (+10).

Offense:
Initiative +2
Unarmed +3 (Close Damage 1)

Defense:
Dodge 5, Parry 6, Fortitude 4, Toughness 4/2, Will 6.

Totals:
Abilities 42 + Powers 24 + Advantages 3 + Skills 19 + Defenses 10 = 98 points

Offensive PL: 2
Defensive PL: 5
Skill PL: 5
Resistance PL: 5

Complications:
Responsibility--Motivation. Prejudice
(French in the U.K.) Secret (ex-superhero.)

Note: In her PL6 incarnation as la Voyeuse, between 1999 and 2006, her FGT was 2 ranks higher, her AGL was 1 rank higher, she had Equipment 2 (Meta-Taser), she had Close Combat: Unarmed 3 (+8) and Ranged Combat: Meta-Taser 4 (+6), but her Expertise: Science and Treatment were only 3 (+7) and 4 (+8), respectively.

Inspired by Tattooedman's character Megan Bristol.
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Tattooedman
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Tattooedman »

Nice.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
Harnos
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Re: A World Less Magical But No Less Fantastic

Post by Harnos »

Davies wrote: Fri Jun 11, 2021 7:26 am Ananke
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Long ago -- longer ago than this language has words to describe -- a group of extraordinarily powerful entities, whom we could call the Old Ones, realized that they needed still more power in order to accomplish a task that they had set for themselves. Thus, they sought out a source of power that they could use for this task, and eventually found one in the form of a living entity which was essentially a sentient, though non-sapient, galaxy. The Old Ones succeeded in binding the creature into a form that they could use to power their experiments in granting their power to other beings, allowing those creatures to ascend to a similar sort of immortality.

However, the Old Ones were somewhat surprised to learn that there were unintended consequences to their action. By binding the creature, they created another living entity who possessed a minute amount of that galaxy's power which could, theoretically, be used to undo the binding effect. And despite the Old Ones' best efforts, they were not able to destroy the being who had just come into existence. The best that they could manage to do was to move her from their part of the multiverse to another part … a world less magical, where hopefully no one would ever be able to use her to that end.

She found herself on a dark world and used what power she had to make it into a place where she would be comfortable, then sat on the throne she had created for herself and waited. A few of the Great Ones who ruled the galaxy in its early eons came to observe her, but they did not stay long. (Some of the oldest architecture on Daath shows signs of their construction, though.) They fell, in time, and the Titans eventually rose to take their place. Some of them were more interested in the gifts she had to give, such as one who sought to become the mightiest being in all reality. They learned that there was always a price to be paid for those gifts, though.

The Titans fell to the Olympians they had created to be their servants, and the Olympians were not kind to their former masters, especially the mighty being. When they made their way to Daath in turn, they took its ruler for one of the Titans, but found her to be impervious to any force they could direct against her. Some of them became part of her court, seeking the same secrets of power their mentors had. In time, they too fell away, though not before they gave her the name that she now bears -- Ananke.

And so, the long slow dance of time continued. The story of Daath spread to the civilizations that grew up in the aftermath of the Olympians' fall, and many came to seek power there. She granted it, usually, and accepted the service of those who offered it to her. They believed she could withdraw the gifts she had bestowed, which may have motivated their decision to serve her. (They also believed that she knew which gifts would result from her blessing; she did not and does not.) Some of them might have dreamed of a day when their powers would become such that they could overcome even her. That wish would never come true, though. Only one thing in all of reality can affect her in any way. Should someone solve the equation that she embodies, the binding will end, and she will cease to exist.

Aside from her invincibility, Ananke's own powers are surprisingly weak, which explains why she has always relied on others to rule and defend her planet. She can awaken powers in any being she wishes, but has no control over what is awakened, and the subject always pays a price of some sort. (She has no control over that, either.) She is certainly one of the most well-informed beings in the universe and can perceive into any other multiversal reality that her creators have influenced, or any visited by one she has empowered.

She wondered, when Abraxas came to her court, whether he would be the one to solve the equation. He has the capacity to do so. But he chose otherwise and saved Daath from the assault of Vulcan. While Ananke herself would have survived the devastation of her world, it would have been inconvenient, and he had demonstrated his power in an adequate way. So, she granted him the rule of the planet, and no other gift or curse. She gave that to the child he carried with him.

However, Ananke believes that another being from Earth, born around the time that Abraxas came to Daath, is much more likely to be the one to solve the final problem. But there have been many who might do so, and none ever have. Thus, she awaits the outcome vast with vast indifference. What happens after that, when all the realities created by the Old Ones dissolve into the mindless nuclear chaos that was and will be Azathoth ... is someone else's problem.

Ananke -- PL 18/X

Abilities:
STR
0 | STA 12 | AGL 4 | DEX 3 | FGT 0 | INT 12 | AWE 9 | PRE 9

Powers:
Cosmic Knowledge: Comprehend Langugages 4 - 12 points
Empowerment: Feature 1 (empowerment) - 1 point
Impervious: Immunity 140 (Fortitude, Toughness, Will), Innate - 141 points
Nine Words of Mastery: Array (39 points)
  • Word of Banishment: Perception Range Movement 1 Attack (dimensional travel to prison dimension), Resisted by Will, Increased Resistance 12, Reversible - 1 point
  • Word of Death: Perception Range Damage 13, Resisted by Will, Hearing-Dependent - 39 points
  • Word of Life: Perception Range Healing 9, Resurrection - 1 point
  • Word of Motion: Accurate Easy Extended Teleport 9, Extended Only - 1 point
  • Word of Pain: Perception Range Cumulative Affliction 13 (Resisted by Will; Dazed, Stunned, Incapacitated), Hearing-Dependent - 1 point
  • Word of Rule: Perception Range Cumulative Affliction 13 (Resisted by Will; Dazed, Compelled, Controlled), Hearing-Dependent - 1 point
  • Word of Sight: Remove Sensing 11 (visual), No Conduit, Dimensional 3 - 1 point
  • Word of Stillness: Perception Range Nullify Magic 13, Broad - 1 point
  • Word of Terror: Perception Range Affliction 13 (Resisted by Will; Impaired and Vulnerable, Defenseless and Disabled, Incapacitated and Paralyzed), Extra Condition, Hearing-Dependent - 1 point
Truesight: Senses 7 (visual senses counter all concealment and illusions) - 7 points

Advantages:
Benefit (Ruler of Daath), Fascinate (Persuasion), Jack-of-all-trades, Speed of Thought, Well-informed.

Skills:
Expertise: Dimensional 10 (+22), Expertise: Galactic 11 (+23), Insight 12 (+21), Perception 13 (+22), Persuasion 12 (+21).

Offense:
Initiative +12
Unarmed +0 (Close Damage 0)
Word of Mastery -- (Perception Range Will 13)

Defense:
Dodge 8, Parry 6, Fortitude Immune, Toughness Immune, Will Immune.

Totals:
Abilities 98 + Powers 215 + Advantages 5 + Skills 29 + Defenses 10 = 350 points

Complications:
None. Really, None.
So she is the actual ruler of Daath. Nice story and visual btw.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Harnos wrote: Mon Sep 19, 2022 11:23 am
So she is the actual ruler of Daath. Nice story and visual btw.
She was, but as Lorde said (quoting someone else) "Nothing ever lasts forever."
Tattooedman wrote: Mon Sep 19, 2022 3:21 amNice.
Thanks! I was searching for something appropriate to start the rebooted thread, and your character was a lightning strike at the right moment.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Tattooedman »

Glad I could provide that.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Guardian Lucis
Image

Up until this month, the greatest worries that fifteen-year-old Paul Bellner had involved keeping his grades high enough that his parents had no grounds to object to him continuing to act as the lead vocalist for The Bellringers, the band he and his two older brothers formed two years ago. The actual work of being an entertainer came easy to him, so he never really worried about anything on that front, but schoolwork required actual effort. The fun times would be all over if his grades started to fail, or so his parents had told him at the start of all this, and he never even considered the possibility that the money that they were making had caused them to forget any such ideas.

Then, just a couple of weeks ago, Paul collapsed on stage while doing his latest song. This had never happened before, and would probably have worried him a lot more if not for what came with it. When the world went away, he found himself naked and alone in a vast dark space, gazing up at an impossibly bright light. "Greetings, Paul Bellner," it said in the voice of a woman. "I am thy soul and thy true self, and together we shaaaaaaahhh ... okay, no, I'm not going to do this mystical crap. Look, long story short, I died -- twice, at least -- a long time ago, and now my power lives in you. The world needs heroes, and you just got drafted. Walk with the light and the light will walk with you, all power can't be seen, love is real, yadda yadda yadda."

When he woke in the hotel room, surrounded by his nervous brothers and their manager, all of whom wanted to know where he had gotten the drugs that he had not, in fact, taken, it seemed that what he had seen had just been a dream. Or so he thought until he realized that he was holding, clutched tightly in his hand, a golden necklace with a sun-symbol charm hanging from its chain. He had never seen it before, but something about the symbol immediately associated with the light in his vision. When Paul was finally left to his own devices, he hesitantly put on the necklace and spoke the words he had been told, becoming Guardian Lucis.

Over the next few days, Paul would learn that four young women -- well, three young women and one individual who seems like one but about whom he has more questions than answers -- had had similar collapses, similar dreams and awakened to find themselves in possession of similar necklaces. Fate, or whatever, has drawn these five Guardians together to try and do something about a crazy Japanese supervillain who calls himself Kishu and is trying to either blow up or buy up Vancouver. Despite their success in preventing this, Paul has the distinct sensation that this might be just the tip of the iceberg, and that he and his new friends are in way over their heads.

Paul is a sincere and honest young man who genuinely wants to help people, and who happily donates much of what he makes as an entertainer to charity (or so he thinks.) The opportunity to do so through magic that he barely understands is not something he would ever have sought out, but he accepts it with cheer and confidence. He worries that his actions as Guardian Lucis could come back to haunt his family, and so he strives to keep his identity a secret; even his teammates do not yet know that he is a minor league celebrity out of his costume as well as inside it. Perhaps his greatest weakness is that he is a sucker for a pretty face. Any pretty face.

Guardian Lucis -- PL 9

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

Powers:
Enchanted Necklace/Costume: Enhanced Defenses 10 (Dodge 5, Parry 5); Feature 1 (quick change); Flight 7 (250 MPH); Impervious Protection 5; Removable (-7 points) - 28 points
"I Walk With the Light, and the Light With Me": Environment 1 (Bright Light) - 2 points
Light Magic: Array (21 points)
  • Blast of Light: Ranged Damage 10, Accurate - 21 points
  • Blast of Unseen Light: Ranged Damage 10, Subtle - 1 point
  • Blinding Burst: Perception Area Cumulative Affliction 9 (Resisted by Dodge, Overcome by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to Vision - 1 point
  • Burst of Light: Ranged Burst Area Damage 7 - 1 point
  • Ghostbane Burst: Ranged Burst Area Damage 9, Affects Insubstantial 2, Limited to undead enemies - 1 point
  • Light of Healing: Ranged Energizing Healing 5 - 1 point
Advantages:
All-out Attack, Attractive, Fearless, Improved Initiative, Power Attack, Taunt.

Skills:
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Unarmed 6 (+9), Deception 4 (+9), Expertise: Magic 2 (+7), Expertise: Performance 5 (+10), Insight 4 (+6), Persuasion 2 (+7), Ranged Combat: Light Magic 5 (+8), Stealth 4 (+7).

Offense:
Initiative +7
Unarmed +9 (Close Damage 2)
Blast of Light +10 (Ranged Damage 10)
Blast of Unseen Light +8 (Ranged Damage 10)
Blinding Burst -- (Perception Area Affliction 10, Resisted by Dodge)
Burst of Light -- (Ranged Burst Area Damage 7)
Ghostbane Burst -- (Ranged Burst Area Damage 9)

Defense:
Dodge 10/5, Parry 9/4, Fortitude 4, Toughness 8/3, Will 8

Totals:
Abilities 44 + Powers 56 + Advantages 6 + Skills 20 + Defenses 10 = 136 points

Offensive PL: 9
Defensive PL: 9
Resistance PL: 6
Skill PL: 5

Complications:
Upholding Good--Motivation. Easily Distracted or Deceived by Attractive People. Family
(parents and older brothers.) Secret Identity.
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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

Perhaps his greatest weakness is that he is a sucker for a pretty face. Any pretty face.

Complications:
Easily Distracted or Deceived by Attractive People.
cackles in Dream Girl (Sabrina Nowak)
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Warden
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Technology in Tanelorn is a mixture of advanced and retrograde when compared to that of the world where the city on the verge of infinity now resides. In some areas, such as the force fields that once protected Tanelorn from the vagaries of cosmic energies and that now support it as it floats in the North Atlantic of the World in the Aftermath, their science has uncovered secrets unimagined even by hyperbrains. In other areas, though, it lags far behind the accomplishments of savants in this new world, with the powered armor used by ex-guardian Patricia MacMillan being comparable to that created by Peter Sullivan in the 1960s.

Patricia is the heir to a legacy of heroism and discovery on her original world, the grand-daughter, daughter and niece of those who used the Warden suit before her. Barely out of her teens when the world ended and Tanelorn was born, she found herself awakened to the power of the guardians and sent into endless battles to prevent the multiverse from tearing itself apart. Along the way, she developed a relationship with Kent Wildman and married him. She never could have imagined that one day, the multiverse would find itself rebuilt in a radically different format, with her husband apparently sacrificing his own existence to bring this about.

Given no real chance to mourn, Patricia found herself appointed into the position of "Sherriff" that Kent had once occupied, striving to keep all of the factions of Tanelorn satisfied if not content, while also acting as an ambassador to the authorities of the new world. So far, with the help of some of the allies made by the other ex-guardians during the calamity, such as the members of the Powerhouse, she has managed to keep the situation from breaking out into a war that Tanelorn could never win, but that everyone else would certainly lose.

Her greatest opponent in this is Linda Valentina, the leader of a recently established faction in the political landscape of Tanelorn, which holds that since the city has finally obtained a world to call home, they have the responsibility to ensure that this world never destroys itself as their original home did. A laudable sentiment; unfortunately, it is also one whose chief advocate is using it as a wafer-thin excuse for imperialism directed against the rest of the world. Patricia would think that regardless of who was arguing for the idea of "liberating" this world, but the fact that the one who does so is the grand-daughter, daughter and niece of enemies of the Wardens for generations certainly solidifies her opinion.

With the loss of her husband and the way that most of her friends are focused on their own explorations of this new reality, in one form or another, Patricia has largely found herself alone, save for her adopted son Ligyron. While he is trying to assist her in bearing the burden of her new office, their relationship is somewhat stressed by his insistent belief that Kent is still alive and active somewhere. She wishes she could believe it, but her clearest memories of the apocalypse are of seeing him looking back at her with an expression of utter grief, and mouthing an apology to her. Long before, he promised that he would apologize like that if matters ever demanded his end. So they must have done so.

In addition to her armored exoskeleton, Patricia possesses an "exotic" ability to improve the function of any technology that she has contact with, as long as she can understand it. She usually uses this to enhance the function of her armor, boosting it with innovations that she constructs from imagination and willpower, but has and can upgraded the gear of her allies in the same way. This lends some urgency to her efforts to catch up to the science of this brave new world ...

Warden -- PL 11

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

Powers:
Tech Enhancement: Variable 3 (technological improvements), Affects Others OR Self, Technology Check Required (DC 15) - 17 points
Warden Armor: Removable (-12 points)
* Armored Shell: Impervious Protection 8 - 16 points
* Broadcaster: Area Radio Communication 2 (1 mile) - 12 points
* Sealed Systems: Immunity 10 (life support) - 10 points
* Sensors: Senses 8 (accurate extended radius radio, direction sense, distance sense, time sense) - 8 points
* Weapon Systems: Array (15 points)
  • Bashing Mode: Enhanced Strength 7 - 1 point
  • Flight Mode: Flight 7 (1000 MPH) - 1 point
  • Grenade Mode: Ranged Burst Area Damage 5 - 15 points
  • Gun Mode: Ranged Multiattack Damage 5 - 1 point
Advantages:
Agile Feint, Assessment, Benefit (Sheriff of Tanelorn), Defensive Attack, Fast Grab, Improved Hold, Move-by Action, Power Attack, Teamwork.

Skills:
Close Combat: Unarmed 3 (+7), Expertise: Civics 6 (+11), Expertise: Dimensional 6 (+11), Insight 8 (+11), Intimidation 6 (+10), Perception 6 (+9), Persuasion 6 (+10), Ranged Combat: Weapon Systems 6 (+9), Technology 3 (+8).

Offense:
Initiative +3
Unarmed +7 (Close Damage 0/7/15)
Gun Mode +9 (Ranged Multiattack Damage 5/10)
Grenade Mode -- (Ranged Burst Area Damage 5/10)

Defense:
Dodge 7, Parry 7, Fortitude 4, Toughness 15/8/0, Will 8.

Totals:
Abilities 44 + Powers 69 + Advantages 9 + Skills 25 + Defenses 16 = 163

Offensive PL: 11/7
Defensive PL: 11/8
Resistance PL: 6
Skill PL: 6

Complications:
Responsibility--Motivation. Family (stepson.) Nemesis (Linda Valentina.) Power Loss (suit requires maintenance.) Unfamiliarity With New World.
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Davies
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Doctor Tempus
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The thing that people who have a certain vanity about their ability to plan for things refuse to admit is that unforeseen events can and will render their plans irrelevant. Sometimes, these people have the flexibility to adapt to these changing circumstances; sometimes they do not. Regardless, matters can become confusing for those who were part of plans that events have superseded. Philip Francks, now known as Doctor Tempus, is one such individual.

Up until a few months ago, certain plans devised by Dr. Rupert Maxwell to oppose Billie Zane hinged on the use of the "thinking cap" employed by her father, which contained (and contains) a psychic recording of the consciousness of Franklin Zane. His intention was to have someone wearing the thinking cap confront the younger Zane at the same time as a time-trawled version of her mother. However, when Janey Quantum was brought forward in time from shortly before her death, her husband was unexpectedly drawn with her, obviating the use of the thinking cap strategy. But the device had already been given to the person Maxwell intended to use it.

Four years ago, Philip Francks was known in the underworld as a fixer based out of Salt Lake City, sometimes affectionately (and sometimes disparagingly) known as Professor Francks. He had never been employed as a teacher or professor, but had a reputation for competence and intelligence. Unfortunately, he also had enough of a conscience that, when he discovered that one of the local syndicates was being used by Saturn as a front, he chose not to accept their money but ran a scam against them that exposed them. However, he was himself ensnared by the authorities as a result, and received a fairly short prison sentence at his eventual trial.

Francks knew that this was likely a death sentence, thanks to the Pythonian prison gangs, and so sought any method of escaping that fate. In the process, he came to the attention of Dr. Maxwell after Francks sought to volunteer as a research subject for the Morrison Institute. During one such episode, it was discovered that Fracks had the sort of brain activity that was often associated with latent telepathic abilities. When Maxwell learned about the thinking cap around the same time, he realized that Francks was a good candidate to use it as part of the plan he was developing.

Maxwell arranged for Francks to receive an early release and entrusted him with the thinking cap, explaining that it was a dangerous device that he would one day ask Francks to use. Placing him in a monitored apartment, he told the other man to await further instructions. The combination of paranoia and patience that all this instilled in Francks kept him from studying the device for more than a year, and he did not dare to wear it for months after that -- which, though he had no idea, was around the same time that Billie Zane was defeated in St. Louis.

The flush of telepathic power that the cap enabled in him was quite startling, but not nearly as startling as his discovery that an apparent ghost was haunting it! Zane was equally startled to be in communication with Francks, rather than the Argus agent he had expected Maxwell to select, but he nevertheless encouraged his new "partner" to do something about the situation -- which in this case meant learning that he had been left in the wind.

With his new powers, Francks was able to escape from his genteel confinement, but this meant taking Zane with him. While Zane had come to rue his superheroic career, he still had no interest in seeing his invention used for criminal acts, either, and threatened to haunt Francks if he did so. Even without that threat, Francks found most of his criminal contacts no longer had any interest in dealing with him, leaving him without any means of support. Thus, with reluctance, but also with a certain amount of poorly-hidden excitement, he was preparing to become Professor Tempus, a new superhero.

Whatever plans he might have had were interrupted by the Calamity, in which he found himself dragooned into service as part of the Anachronic Argonauts. When it was all over, and he woke up in his hotel room wondering whether that had all been a dream, he was startled to find himself contacted soon afterwards by Heroic Enterprises, and offered a job. He's still considering whether he wants to say yes or no to this offer, but Zane is strongly encouraging him to accept it. A steady paycheck for doing good does sound like a great idea ...

Doctor Tempus -- PL 9

Abilities:
STR
1 | STA 2 | AGL 2 | DEX 2 | FGT 3 | INT 10/4 | AWE 9/3 | PRE 3

Powers:
Thinking Cap: Removable (-17 points)
* Psychic Link: Senses 1 (mental communication link with Franklin Zane) - 1 point
* Telepathy: Mental Communication 3 (regional), Two-Way; Cumulative Mind-Reading 5 - 30 points
* Telepathic Reactions: Enhanced Advantages 8 (Defensive Roll 2, Evasion 2, Improved Defense, Seize Initiative); Enhanced Defenses 16 (Dodge 8, Parry 8) - 24 points
* Telepathic Techniques: Array (27 points)
  • Accelerated Thought Processes: Enhanced Awareness 6; Enhanced Intellect 6; Quickness 6, Limited to Mental - 27 points
  • Mental Blast: Perception Range Damage 9, Resisted by Will, Tiring - 1 point
  • Mental Illusions: Illusion 9 (All Senses), Feedback, Resistible by Will, Selective, Tiring - 1 points
  • Mental Paralysis: Perception Range Cumulative Affliction 9 (Resisted by Will; Dazed, Stunned, Paralyzed), Tiring - 1 points
Advantages:
Defensive Roll 2, Evasion 2, Eidetic Memory, Improved Defense, Improved Initiative, Jack-of-all-trades, Seize Initiative, Set-Up, Taunt, Uncanny Dodge

Skills:
Deception 8 (+11), Expertise: Streetwise 2 (+12/+6), Insight 3 (+12/+6), Perception 4 (+13/+7), Persuasion 4 (+7), Sleight of Hand 8 (+10), Stealth 6 (+8), Vehicles 7 (+9).

Offense:
Initiative +6
Unarmed +3 (Close Damage 1)
Mental Blast -- (Perception Range Damage 9, Resisted by Will)
Mental Illusions -- (Perception Range Will 9)

Defense:
Dodge 11/3, Parry 11/3, Fortitude 4, Toughness 7/2, Will 12/6

Totals:
Abilities 40 + Powers 68 + Advantages 5 + Skills 20 + Defenses 7 = 141 points

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

Complications:
Thrills--Motivation. Haunted (by Franklin Zane.) Reputation (ex-con.)
"I'm sorry. I love you. I'm not sorry I love you."
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Davies
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Asmodeus
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Before, it could be firmly and authoritatively stated that there were no such things as demons in the World Less Magical, that legends about such creatures had been distorted memories of times when extraterrestrials had been active on this planet, that such beings which existed now were just manifestations of the innate powers of those who called upon them. In the World in the Aftermath, this is no longer true, for that world exists in the same metaphysical space as worlds which saw a great deal of extradimensional traffic ... and if these beings are not spirits of primal evil, then they are every bit as cruel and dangerous as legend would have it.

Long ago on a parallel world much like both the World Less Magical and the World More Grim, a man called Morgan began a project to create a superhuman aristocracy to rule the world as he knew it. On this world, however, his efforts were somewhat more successful, as the High King he rose up was blessed with a legitimate son and heir, whom Morgan took into hiding with him soon after his birth, arranging for him to survive the fall of Camelot. This prince was the father of generations whom Morgan continued to guide, with each generation proving to be mightier than the next. And if these heirs were often brutal and arbitrary, well, boys would be boys. There was time, surely for them to learn mercy and discretion.

And then, in the tenth century, the latest descendant of this line of princes decided that he was tired of heeding the commands of his ancient mentor, and murdered him and all his followers. Claiming his collection of occult lore and artifacts, the prince of the world grew in power and might, yet found himself hindered by various rivals and limited by certain ... flaws in his abilities, such as the way that many of them failed in the light of day. He decided to deal with these difficulties with characteristic directness.

Using methods much like the founders of the Sprawl and of Tanelorn did in shifting a city and an island away from their dimensional origins, the prince arranged for the entire planet to shift away from its dimension into a different one. Light and heat were provided for the planet by an entity that the prince captured and bound into an orbit around the planet, creating a more dimly lit world, appropriate for something that embodied the summit of human ambitions and the pit of their fears. The prince looked out on his work and deemed it ... perfect.

A thousand years later, the world that its ruler calls Hell still somewhat resembles the planet Earth as it exists on many different timelines, though the oceans have subsided below the continental shelves, creating a vast number of seas. Roughly one billion human beings struggle to keep themselves alive in this transformed world, mostly working as agricultural workers, with a handful maintaining what industry has developed. The surface is ruled by hundreds of exarchs, served by millions of demons, each a descendant of those mutant aristocrats who swore fealty to their prince long ago or those who rose up in the centuries since then, all of them scheming to overthrow their ultimate ruler -- Asmodeus, as he now calls himself, with any hint that he bore another name treated as utter heresy.

In order to sustain his empire, Asmodeus has frequently sought to entice humans and humanoid beings from other realities to enter into his service, deceiving them about what this would mean. He had a convivial relationship with Nyx, the Hierarch of Entropy on the World More Sorcerous, who allowed him to engage in this treachery in a somewhat limited manner on that world. The World Less Magical was too far away, metaphysically, for him to have anything to do with it, but the World in the Aftermath is much, much closer, his former associate is lost to history and can no longer limit him, those who have taken the place of Nyx and the other Hierarchs are much weaker, and there are countless people seeking to summon demons who are ideal victims for his treachery. It is perfect.

Il meglio è nemico del bene.

Asmodeus -- PL 15

Abilities:
STR
12 | STA 15 | AGL 3 | DEX 6 | FGT 11 | INT 9 | AWE 9 | PRE 11

Powers:
Infernal Body: Immunity 26 (aging, corrosive effects, fire/heat effects, life support); Protection 2, Impervious 17; Morph 4; Senses 2 (darkvision) - 67 points
Infernal Mind: Mental Communication 4 (planetary/anywhere in Hell); Impervious Will 13 - 29 points
Infernal Sorcery: Array (28 points)
  • Conjuration: Continuous Create 8/13, Precise - 1 point
  • Divination: Remote Sensing 5/8 (all senses, 30 miles/250 miles), Dimensional 3 - 28 points
  • Evocation: Ranged Damage 12/20, Affects Insubstantial 2 - 1 point
  • Phantasm: Illusion 6/10 (all senses), Resistable by Will - 1 point
  • Polymorph: Ranged Affliction 12/20 (Resisted and Overcome by Fortitude; Impaired, Disabled, Transformed), Variable Descriptor 2 (many possible transformations) - 1 point
  • Transmutation: Transform 5/8 (any material into any material) - 1 point
  • Warpstep: Accurate Extended Teleport 9/14 (2 miles/60 miles/500 miles/16000 miles), Only within Hell - 1 point

Ruby Rod: Strength-based Damage 3; Variable 3, Free Action, Limited to Enhanced Infernal Sorcery; Easily Removable (-10 points) - 27 points
Shadowy Wings: Continuous Insubstantial 3; Flight 9 (1000 MPH) - 36 points

Advantages:
Benefit 6 (Wealth Beyond Avarice, Ruler of Hell), Connected, Diehard, Eidetic Memory, Fascinate (Persuasion), Fearless, Ranged Attack 4, Ritualist, Well-Informed.

Skills:
Close Combat: Ruby Rod 4 (+15), Deception 5 (+16), Expertise: Dimensional 6 (+15), Expertise: Magic 5 (+16), Insight 9 (+18), Intimidation 8 (+19), Perception 8 (+17), Persuasion 7 (+18).

Offense:
Initiative +3
Unarmed +13 (Close Damage 12)
Ruby Rod +15 (Close Damage 15)
Evocation +10 (Ranged Damage 12/20)
Polymorph Spell +10 (Ranged Fortitude 12/20).

Defense:
Dodge 9, Parry 11, Fortitude 15, Toughness 17, Will 15.

Totals:
Abilities 152 + Powers 193 + Advantages 17 + Skills 26 + Defenses 12 = 400 points

Offensive PL: 15
Defensive PL: 14
Resistance PL: 15
Skill PL: 14

Complications:
Power--Motivation. Power Loss (Shadowy Wings, in genuine daylight.) Rivals/Enemies (Exarchs of Hell.) Vulnerability (neither Toughness nor Will are Impervious against any opponent who knows his true name.)

Who is like the beast? Who can make war on him?
"I'm sorry. I love you. I'm not sorry I love you."
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Commander Titan
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Commander Titan »

Davies wrote: Thu Sep 22, 2022 1:22 am Doctor Tempus
I really like the notion of the heroic "haunting voice in your head" - that's basically my current backup plan in a D&D game I'm in, actually - I have a Ring of Mind-Shielding and if I die, my next character will be significantly less innately moral, but haunted by a far more moral ghost. And its always good to see when a criminal has standards, even before becoming a full hero.

Asmodeus, meanwhile, is suitably threatening and evil!
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Davies
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Commander Titan wrote: Sat Sep 24, 2022 10:46 pm
Davies wrote: Thu Sep 22, 2022 1:22 am Doctor Tempus
I really like the notion of the heroic "haunting voice in your head" - that's basically my current backup plan in a D&D game I'm in, actually - I have a Ring of Mind-Shielding and if I die, my next character will be significantly less innately moral, but haunted by a far more moral ghost. And its always good to see when a criminal has standards, even before becoming a full hero.

Asmodeus, meanwhile, is suitably threatening and evil!
Thank you!
"I'm sorry. I love you. I'm not sorry I love you."
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