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 »

Commander Titan wrote: Tue Nov 15, 2022 4:19 am A very appropriate take on the archetype for a setting built with roleplaying game stats!

What are the odds the Judge goes after real magic, reality-warping gear in order to force even superheroes to play along?
Pretty slim; much like the Night Hag, he's not likely to approach such matters appropriately, but he's more likely to give up and dismiss it as trickery than she has been.

Edit: 100 pages. Not bad. I'm going to celebrate by taking tomorrow off to watch a certain movie that I'm both dreading and anticipating.
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Re: The World In The Aftermath (Formerly A World Less Magical)

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Dope Romeo
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Physical form.
Image
Digital avatar.

In preparing for her operations in the Sprawl, Mercedes Blaze knew that she would need an expert at computer intrusion. While Blaze herself is an extremely talented hacker, giving those duties to another person would allow her to focus her efforts on social engineering. Further, she was acquainted with an individual possessed of unusual capabilities that would be alien to the Sprawl, another outside context problem for them. So she contacted Dope Romeo (pronounced "ro-MAY-o"), whom she had hired on other occasions. As it happened, the young hacker in question was already packing her bags for an attempt to sneak into the Sprawl on her own initiative, making her an easy hire.

Born Suzu Mikhalkov, of mixed Japanese and Russian ancestry, she started calling herself Dope Romeo not long after her powers developed in early adolescence. (Her father had a passion for a certain Italian luxury car brand, and she chose the name to mock him.) She secured a reputation for herself as a talented hacker-for-hire using both conventional means and her powers, often doing work for hire for the Vision. Blaze was the first operative of that conspiracy to succeed in tracking her down for a face to face meeting, something that impressed her.

Arriving in the Sprawl, Romeo set about educating herself as to how things work. She was a bit surprised to discover that her ability to communicate with machines, combined with the vastly advanced computer technology present here, allowed her to project her consciousness into the local computer network, something she had only ever imagined as a metaphor. Of course, that puts her in a fair amount of danger, but she has also learned how to modify the avatar program that she creates inside the network so that it is significantly stronger, faster and tougher than her meat body, enabling her to fight effectively against defensive programs and other hackers.

Ironically, Blaze seems to have underestimated the Sprawl in this area. While Romeo has not yet encountered anyone else with innate cyberpathy -- just plenty of hackers who can imitate them through gear or implants -- she has found signs in the network that indicate that people with such talents have existed in the past, and that the locals are more prepared for them than her boss expected. Romeo has yet to inform Blaze of this development, as she is concerned that it might mean the end of their contract, and she is having so much fun.

That fun is her primary goal in all of this, rather than the money that keeps coming in. Besides, she has a lot of lucrative alternative income streams now. Romeo also does have slightly higher goals in all of this, though, as she is aware that the Sprawlcorps are getting quite chummy with the Emperor of Korea. While lacking much in the way of patriotism, Suzu would still rather the country where she was born and where her mother still lives not end up conquered.

Dope Romeo -- PL 8

Abilities:
STR
3/-1 | STA 0 | AGL 5/1 | DEX 3 | FGT 8/4 | INT 6 | AWE 4 | PRE 2

Powers:
Cyberspace Dive: Movement 1 (dimensional [cyberspace]), Side Effect (body is incapacitated) - 1 point
Downloaded Skillsets: Enhanced Advantage 1 (Beginner's Luck) - 1 point
Overclocked Avatar: Linked Enhanced Advantages 2 (Improved Smash, Weapon Break); Linked Enhanced Defenses 8 (Dodge 4, Parry 4); Linked Enhanced Strength 4; Linked Enhanced Fighting 4; Linked Enhanced Agility 4; Linked Impervious Will 6; Linked Sustained Protection 4; Limited, Only in Cyberspace - 22 points
Technopathy: Radio Communication 3 (regional), Subtle; Comprehend Machines 2; Senses 3 (acute tracking radio) - 22 points

Advantages:
Beginner's Luck,, Benefit 4 (cipher 2, independently wealthy, makes gather information checks with Technology), Equipment 4, Improved Smash, Improvised Tools, Ranged Attack 3, Skill Mastery (Technology), Speed of Thought, Weapon Break.

Equipment:
Blaster pistol (Ranged Damage 5) and 10 points of equipment as needed.

Skills:
Deception 5 (+7), Expertise: Pop Culture 6 (+12), Expertise: Science 5 (+11), Expertise: Streetwise 4 (+10), Insight 4 (+8), Investigation 1 (+7), Perception 3 (+9), Technology 6 (+12).

Offense:
Initiative +6
Unarmed +8/4 (Close Damage 3/-1)
Blaster +6 (Ranged Damage 5)

Defense:
Dodge 12/4, Parry 12/4, Fortitude 3, Toughness 4/0, Will 7

Totals:
Abilities 38 + Powers 46 + Advantages 14 + Skills 17 + Defenses 9 = 118 points

Offensive PL: 6/6
Defensive PL: 8/2
Resistance PL: 5
Skill PL: 7

Complications:
Thrills--Motivation. Larcenous Streak. Perverse Streak.
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Re: The World In The Aftermath (Formerly A World Less Magical)

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Qidòng Jī/起動機
Image

One of the most recent additions to the Sīfa Zhuānjiā, Qidòng Jī ("Starter") was formerly an independent adventurer active in both Macau and Hong Kong, having made his debut in 2017 thwarting an attempt by a group of mercenaries to rob the Venetian Macao. During his solo career, he crossed paths with and assisted both Dú Láng and members of the Sīfa on several occasions. However, he happened to be in Hong Kong when the Chinese government began its reforms and only narrowly avoided arrest at that time. Unable to return to Macau, which has yet to suffer such problems, he was left with no option but to join up with the Sīfa.

Wong Lin (to use his birth name) finds this a miserable and unpleasant experience. While he is perfectly willing to take risks to help people -- or for fun -- he prefers to be the one making the decisions about how and when to do so instead of taking orders about the subject from someone else, even someone as charming as Shua Shé Rén. If he wanted to be a good little soldier, he would have joined the Metahuman Guard. He also misses the privacy and security of his former life, and hates having to be constantly prepared to flee the authorities. However, he knows that he would have even less privacy if he was in prison or working for the government, so he endures.

Possessed of enhanced celerity and coordination, Qidòng Jī has developed a particular talent for precise pitching, and is able to infuse objects that he throws with golden-glowing energy that grants them additional flight speed and momentum so that they impact against their targets with force comparable to that of a blaster bolt. Because of his interests, he favors doing this to playing cards, poker chips and dice, but could do it to any object that he is able to hold in one hand. With difficulty, he is able to imbue and fling several objects at once to "spray" across multiple targets or provide covering fire.

Wong Lin has not discussed his background in much detail with his new colleagues. He has stated that he comes from a long line of professional gamblers, and has always enjoyed games of skill and chance. Shua Shé Rén has privately speculated that he might have some probability-influencing talents in addition to those he has demonstrated so far, based on the frequency with which he wins games that do not rely on his skills, but has not yet tested this possibility. Besides, he could just cheat a lot.

Qidòng Jī -- PL 9

Abilities:
STR
2 | STA 3 | AGL 5 | DEX 7 | FGT 6 | INT 2 | AWE 2 | PRE 2

Powers:
Imbuement: Array (2 points)
  • Basic: Enhanced Advantage 4 (Throwing Mastery 4), Activation (Standard Action) - 2 points
  • Quick: Ranged Multiattack Damage 4, Activation (Standard Action), Check Required (Sleight of Hand DC 14), Tiring - 1 point
Advantages:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Benefit (ambidexterity), Defensive Roll, Evasion, Fast Grab, Grabbing Finesse, Improved Aim, Improved Critical (Throwing Mastery), Improved Initiative, Luck 3, Power Attack, Precise Attack 2 (ranged/concealment, ranged/cover), Quick Draw, Throwing Mastery, Uncanny Dodge.

Skills:
Acrobatics 6 (+11), Athletics 7 (+9), Close Combat: Unarmed 3 (+9), Deception 6 (+8), Expertise: Gambler 10 (+12), Expertise: Streetwise 5 (+7), Perception 8 (+10), Ranged Combat: Thrown 6 (+13), Sleight of Hand 5 (+12), Stealth 6 (+11).

Offense:
Initiative +9
Unarmed +9 (Close Damage 2)
Basic Thrown Object +13 (Ranged Damage 5/1, Crit 19-20)
Quick Thrown Object +13 (Ranged Multiattack Damage 4, Crit 19-20)

Defense:
Dodge 11, Parry 9, Fortitude 5, Toughness 5/2, Will 6.

Totals:
Abilities 58 + Powers 3 + Advantages 19 + Skills 31 + Defenses 15 = 126 points

Offensive PL: 9
Defensive PL: 8
Resistance PL: 6
Skill PL: 7

Complications:
Thrills--Motivation. Compulsive Gambling. Hunted by the Authorities. Secret Identity.
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Re: The World In The Aftermath (Formerly A World Less Magical)

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Tiamat
Image
Art by Liiga

When the Olympians overthrew the Titans, they proceeded to build an empire using the same techniques that they had seen the Titans using in running their empire, assuming that their precursors had been motivated by the same needs -- such as the desire to have offspring who would continue in their footsteps -- as those who came after them. The few Titans who collaborated with their conquerors could have explained that these assumptions were mistaken, but they either actively (though quietly) wished the Olympians ill or simply did not care enough to clarify. (Or, just possibly, they recognized that their practices had been part of the reason for their downfall, and were curious to see if the practices that had won the war could also win the peace.)

The Titans did not have families. Their offspring were inevitably abandoned in the moment of their birth and left to fend for themselves until early maturity, at which point they might be accepted into Titanic society. Because of that, said society tended to be much more violent than any human (or human-adjacent) society ever was. The degree to which blood was considered thicker than water varies from society to society, but in Titanic society there was no such attitude.

So when Tiamat, to use the name she had been given and has since adopted of her own, recognized Nike as her offspring, it must be understood that this did not mean that she had discovered any affection for her. She approached Nike because she believed that Dyaus had gotten the child on her as a way to bind her to Earth. Tiamat hoped that she might learn, through association with Nike, how to end that binding, but was prepared to kill the child if that was what it took to free herself. She found herself disconcerted by the way that Nike, shaped to be more like an Olympian than a Titan, came to regard her as a maternal figure.

She was also disconcerted by the way that she came to grow feelings for Nike. The Titans did not have families, and it was also rare for them to feel what might be called friendship for each other. But that did happen from time to time, and it was not long before Tiamat could not say that she was truly indifferent to the notion of destroying Nike for the sake of her freedom. However, that might also have been influenced by her growing suspicion that she would not gain what she wanted by this method.

Before Tiamat could decide what to do about these realizations, the Calamity occurred. Caught up in it, Tiamat found herself confronted by a shadow of Ananke, the being who had granted her much of the power that had raised her up to be the mightiest of the Titans. Offered a different sort of power, and with it the freedom she craved, Tiamat hesitated for a moment before agreeing, and was raised up as the Hierarch of the Sphere of Matter. When reality stabilized once more, she paused only long enough to offer a brief, utterly unapologetic farewell to Nike, before launching herself into space with a shriek of release.

Since then, Tiamat has played among the stars, once again rampaging as it suits her. Starships and void-born life are now her prey. She will reluctantly take part in the discussions of the other Hierarchs, and looks forward to one day testing her might against Abraxas. Where he feels diminished by his new state, she is exalted, testing the limits of her new abilities as far as they can go. She suspects that she might be able to wield enough might in this new form to shatter planets, if she was willing to damage her form so that it took centuries or even millennia to restore itself. So far, she has not found anything that would make her consider this an acceptable sacrifice.

In the course of her voyages, Tiamat has encountered Prometheus, and brought him under her sway through the old ways -- threats of terrible violence that he knows she can back up, and against which his foresight would not protect him. She has promised him that they will resume the war against the Olympians, but only at a time that she decides. First, the other Titans must be freed and convinced to join them. And then, perhaps, they should be persuaded of the benefits of this thing called "family" ... not an easy task, but she has all the time in the world to accomplish it.

Tiamat -- PL 16

Abilities:
STR
18/4 | STA 19/5 | AGL 2 | DEX 0 | FGT 11 | INT 1 | AWE 4 | PRE 0

Powers:
Ascendant: Immortality 5 (one day), Only When On Home Plane; Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical dimensions), Standard Action - 10 points
Destructive Powers: Array (48 points)
  • Fiery Breath: Cone Area 2 Damage 13 - 1 point
  • Pure Force: Perception Range Damage 16 - 48 points
Dragon Bite: Strength-based Damage 3, Quirk (only at maximum size) - 2 points
Dragon Claws: Strength-based Damage 1 - 1 point
Dragon Wings: Enhanced Defenses 14 (Dodge 7, Parry 7)*; Flight 15 (64,000 MPH), Wings; Movement 3 (space travel 3) - 35 points
Gargantuan Size: Growth 14 (90 feet; Strength +14, Stamina +14, Dodge -7, Parry -7, Intimidation +7, Stealth -14, Speed +2); Enhanced Strength 7, Limited to Lifting (800 kilotons), Quirk (1 rank per 2 ranks of Growth active) - 51 points
Human Form: Morph 1 (human-like form) - 5 points
Multiple Heads: Continuous Heroic Summon 13, Controlled, Horde, Multiple Minions 2 [4 minions], Feedback, Mental Link, Quirk (only at maximum size) - 130 points
Senses: Senses 9 (accurate extended hearing, accurate acute scent, hyper-extended vision, ultrahearing) - 9 points
Telepathy: Mental Communication 3 (regional), Subtle; Impervious Will 8 - 27 points
Titanic Endurance: Immunity 10 (life support); Impervious Toughness 14* - 24 points

* Her Enhanced Defenses and Impervious Toughness ranks are limited to the number of Growth ranks she has active; she only ever activates even numbers of Growth.

Advantages:
All-Out Attack, Daze (Intimidation), Equipment 4, Evasion, Fearless 2, Improved Initiative, Power Attack, Startle.

Equipment:
Home Plane: Size Colossal; Toughness 20; Features Concealed, Grounds, Isolated, Trophy Room - 16 points

Skills:
Close Attack: Claws 2 (+13), Expertise: Galactic 10 (+11), Expertise: Survival 10 (+11), Insight 10 (+14), Intimidation 6 (+13/+6), Perception 8 (+12).

Offense:
Initiative +6
Unarmed +11 (Close Damage 18/4)
Bite +11 (Close Damage 21)
Claws +13 (Close Damage 19/5)
Fiery Breath -- (Burst Area Damage 13)
Pure Force -- (Perception Range Damage 16)

Defense:
Dodge 11, Parry 13, Fortitude 19/5, Toughness 19/5, Will 11

Total:
Abilities 54 + Powers 347 + Advantages 8 + Skills 23 + Defenses 18 = 450 points

Offensive PL: 16
Defensive PL: 16
Resistance PL: 15
Skill PL: 7

Complications:
Freedom--Motivation. Neither Regard Nor Hatred For Any Life. Vague and Uncomfortable Bond (Nike.)

Heads - PL 13/MR 13

Abilities:
STR
11 | STA 11 | AGL 2 | DEX 0 | FGT 9 | INT 0 | AWE 4 | PRE 0

Powers:
Bite Attack: Strength-based Damage 3 - 3 points
Fiery Breath: Cone Area 2 Damage 13 - 39 points
Huge Size: Permanent Growth 10 (45 feet; Strength +10, Stamina +10, Dodge -5, Parry -5, Intimidation +5, Stealth -10, Speed +1); Immunity 10 (life support); Protection 4, Impervious 10 - 54 points
Mindless: Immunity 30 (Will) - 30 points
Senses: Senses 8 (communication link with main body; visual counters all concealment and illusion) - 8 points

Advantages:
All-out Attack, Close Attack 2, Improved Grab, Improved Hold, Power Attack, Teamwork

Skills:
None.

Offense:
Initiative +2
Unarmed +11 (Close Damage 11)
Bite +11 (Close Damage 14)
Fiery Breath -- (Cone Area Damage 13)

Defense:
Dodge 9, Parry 11, Fortitude 12, Toughness 15, Will Immune

Offensive PL: 13
Defensive PL: 13
Resistance PL: 12
Skill PL: -

Totals:
Abilities 34 + Powers 134 + Advantages 8 + Defenses 19 = 195 points

Complications:
Permanently Immobile (cannot move independently of Tiamat.)
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Daji/妲己
Image
Art by GENZOMAN

Of the known members of the Sīfa Zhuānjiā, the fox-woman who has unhesitatingly claimed the ancient name Daji as her own is the greatest anomaly. The Sīfa draw heavily on the legends of the classic novel Water Margin in presenting themselves as heroic outlaws who defend the state and people of China against their enemies. Daji, both the consort of that name and the fox-spirit in Investiture of the Gods who was inspired by her, is regarded as one of those enemies. Her reputation is such that claims that "sometimes bad guys make the best good guys" sound hollow.

She even debuted as a villain. Soon after Sun Wukong descended from the Himalayas in search of adventure, he found himself challenged by Daji, who fought a wild battle against him through Chengdu. When asked about the episode when she joined the Sīfa, a bit less than a year later, she claimed that she had believed -- and still did believe -- that Wukong was an imposter, and believed -- but did not now believe -- that he might have some fell purpose in mind. So she had adopted the persona of a mythic villain to oppose a fake mythic hero. Simple, straightforward -- and almost certainly a lie.

That said, there is no evidence of her engaging in the sort of villainy that brought about the infamy of her namesake. On the other hand, there is no evidence of nearly anything when it comes to her. The investigators of the Sīfa are still in the process of piecing together what is true and what is false about her biography, where she claims to have been a mutant, born some thirty-five years ago and blessed with a gift for hypnotic disguises that allowed her to cover up her physical oddities (ears, tail, claws, etc.) She is a dangerous combatant but has stressed that she is neither a fiend nor a sadist -- a statement that seems dubious who have observed the tricks she uses to fight -- and will only kill in her own defense or that of her allies.

At least for now, she has been accepted by her teammates, though she avoids getting close to any of them. They are all her sworn brothers, but they could all die tomorrow, and everything would go on. She has expressed some distress and annoyance that, in response to her activities, the current commander of the Metahuman Guard has started styling himself -- unofficially, so far -- as Taigong Wang, with all that this implies. And it has been noted that she avoids talking about a certain Indian superheroine who has a similar aesthetic ...

Daji -- PL 10

Abilities:
STR
3 | STA 3 | AGL 5 | DEX 4 | FGT 7 | INT 3 | AWE 5 | PRE 4

Powers:
Fox Claws: Strength-based Damage 3, Improved Critical 2 - 5 points
Fox Ears: Senses 3 (low-light vision, acute tracking olfactory, ultrahearing) - 4 points
Many Faces, Only Me: Morph 3 (humanoids), Resistible (Will), Improved Resistance 7 - 19 points
Shielded Mind: Impervious Will 11, Limited to mental powers - 6 points
"Wild Animals Heal Quickly": Regeneration 5 - 5 points

Advantages:
Agile Feint, Assessment, Attractive 2, Benefit 2 (cipher), Defensive Attack, Defensive Roll 2, Evasion, Great Endurance, Hide in Plain Sight, Improved Initiative, Instant Up, Move-by Action, Startle, Taunt, Uncanny Dodge.

Skills:
Acrobatics 6 (+11), Athletics 6 (+9), Close Combat: Claws 7 (+14), Deception 6 (+10), Insight 7 (+12), Intimidation 6 (+10), Perception 6 (+11), Sleight of Hand 4 (+8), Stealth 8 (+13).

Offense:
Initiative +9
Unarmed +7 (Close Damage 3)
Claws +14 (Close Damage 6, Crit 18-20)

Defense:
Dodge 10, Parry 12, Fortitude 6, Toughness 8/3, Will 11.

Totals:
Abilities 68 + Powers 37 + Advantages 18 + Skills 28 + Defenses 19 = 169 points

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

Complications:
Atonement (Or Something Like That)--Motivation. Hunted by the Authorities. Lethal (Impaired on attack rolls with her claws when not trying to kill someone.) Reputation (hopefully fake mythic villain.)

I'm a shapeshifter.
What else should I be?
Please don't take off my mask,
Revealing dark.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Kusho/空所
Image

Next to nothing is known about the life of the current occupant of the House of the Pig prior to 2015, when he joined Devlin & Sons Traveling Carnival as a member of its road crew. He claimed his name to be Masuo Oyama -- which was a rather blatant lie -- and was obviously of Japanese ancestry. Within a few months, he had found a particular niche for himself within the carnival as the performer in its resurrected "geek show", in which he would eat various disgusting and/or inedible things for the amusement of onlookers. "Oyama" was clearly a mutant whose power, the ability to digest anything that he could get down his throat, came with a rather serious drawback -- he could not extract much in the way of nutrients from anything, leaving him perpetually starving.

In 2019, Oyama apparently convinced the proprietor of the carnival to take the unusual step of transporting the entire production across the Pacific Ocean to Japan, claiming that this would be a profitable variation on their normal routine. It was a disaster that turned into a nightmare when Oyama was caught having apparently attacked, murdered and partially eaten a young girl who had gotten lost in the carnival. He was arrested and compelled to confess his guilt through threats made to prosecute the rest of the entertainers, whom he viewed as his family. (He did not know, then, that nearly all of them had provided statements to the effect that they had always suspected him of possessing cannibalistic tendencies.)

Sentenced to death, Oyama found himself expecting to starve to death in his cell long before he was hung. That was when Diorite appeared before him and offered him an opportunity. The previous occupant of the House of the Pig had recently died in a plane crash, and a replacement was needed. Normally, Diorite awakens already existing psychic gifts in her servants. This time, she somehow twisted his extant mutations to create something new. No longer was he perpetually starving for nutrients. Instead, he had become able to drain energy from living beings, rendering them feeble, slow and sickened.

Embittered by his fate, Oyama took the name Kusho ("void") and began to serve the Shēngxiào as a superpower assassin, utterly indifferent to the suffering that he caused. Late in 2021, however, he was sent on a mission to eliminate a traitor to the organization, and found him in the company of a prostitute named Shirabe Reika. Normally, he would have been expected to eliminate her as a witness, but something about the indifference with which she greeted her impending death made him stay his hand.

Kusho has installed Reika as a platonic live-in girlfriend in his Tokyo home, concealing her continued existence from the rest of the Shēngxiào. While still performing his duties for the organization, he is increasingly fearful of what will happen if this (extremely unhealthy) relationship were to be exposed, and will go to some lengths to prevent that. As for Reika herself, she expects it will only be a matter of time before the monster gets bored with her.

It is, after all, a tale as old as time.

Kusho -- PL 9

Abilities:
STR
6 | STA 8 | AGL 5 | DEX 2 | FGT 6 | INT 2 | AWE 2 | PRE 0

Powers:
Living Vampire: Immunity 4 (disease, need for sleep, poison, starvation & thirst) - 4 points
Vampiric Energy Drain: Weaken Physical Ability 8, Broad, Grab-based; Energizing Restorative Healing 8, Reaction (after successful energy drain), Self only - 64 points

Advantages:
All-out Attack, Benefit (cipher 2), Evasion, Great Endurance, Improved Initiative, Power Attack.

Skills:
Close Combat: Grab 4 (+10), Expertise: Streetwise 7 (+9), Insight 7 (+9), Intimidation 10 (+10), Perception 8 (+10), Stealth 6 (+11).

Offense:
Initiative +9
Unarmed +6 (Close Damage 6)
Energy Drain +10 (Grab 6 plus Fortitude 8)

Defense:
Dodge 9, Parry 10, Fortitude 8, Toughness 8, Will 7.

Totals:
Abilities 64 + Powers 68 + Advantages 7 + Skills 21 + Defenses 13 = 173 points

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

Complications:
Fear--Motivation. Dependent (Reika.) Socially Inept (Impaired on Persuasion checks.)

"I take lives."
"Yeah, Well ... if you were perfect, you wouldn't still be single."
"I'm sorry. I love you. I'm not sorry I love you."
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Adradius the All-Traitor
Image

Long ago -- so long ago that it might as well have been a different world completely -- there lived a skilled and ambitious warrior. Like many of his ilk, he had made a pact with one of the Ascendants who existed in that time, who granted him power in exchange for his services. But unlike many, he neither felt any loyalty to, nor feared any retribution from, that which he had chosen to serve, and so betrayed his oath as soon as another opportunity presented itself. And unlike any, he did so repeatedly.

Eventually, he had crossed all the Ascendants, even those of Entropy, enough that none of them were interested in his services. In the process, however, he had learned certain secrets that the Ascendants did not wish mortals to know. The chief of these was the existence of the beings known as the Eaters of Worlds, to whom he now turned in search of power. In the process, he was transformed into a being like them while retaining his mortal mind. Dubbed Adradius the All-Traitor, he would wreak untold havoc upon the world in that age, notably leading an army of monsters against Nyx the Old One during the Anachronic Calamity.

The full story of his deeds in that era may never be told. Towards the end of that time, he was imprisoned within a comet and sent flying on a journey expected to last hundreds of millions of years, with the expectation that this would destroy even such as him. It did not; just a few years ago, the comet to which he was bound drew near enough to the sun that the icy prison melted and he was free. Of course, he was free within the void of space, but his armor allowed him to walk the remaining distance to Earth in only a few more years.

The changes that the world has seen during his imprisonment bewilder and amuse him, but he has decided to seize it for his own nonetheless. Of course, matters are complicated by the fact that the champions of humanity are somewhat more powerful and/or less removed from human concerns than they were in his own era, and he faces many beings who might be his peers. For now, having come down to Earth in the United Kingdom, he has entered into the service of Dracula. Neither he nor his current master truly believe that this patronage will last any longer than his previous oaths.

Adradius is soft-spoken and not given to boasting or bravado. That is probably his only virtue -- other than that, he is callous and incredibly cruel, regarding honor as a delusion and ruthlessly exploiting any weaknesses demonstrated by his opponents. However, he is unaffected by magic intended to purify "evil", as what he has become is the product of an alien moral system that has little if any correspondence to any human beliefs.

Adradius -- PL 11

Abilities:
STR
4 | STA 4 | AGL 3 | DEX 4 | FGT 8 | INT 2 | AWE 0 | PRE 5

Powers:
Alien: Immunity 31 (aging, life support, mental effects); Protection 5, Impervious 9; Senses 8 (mystical awareness, vision counters all concealment and illusion) - 53 points
Armor of the Eternal Wanderer: Flight 4 (30 MPH), Platform; Continuous Immunity 10 (any elemental effect), Noticeable, Variable*; Movement 2 (dimensional travel 2 [mystical dimensions]); Removable (-5 points) - 23 points
Bitter Experience: Senses 1 (danger sense) - 1 point
Enchanted Mace: Linked Strength-based Damage 3, Improved Critical 2; Linked Affliction 7 (Resisted by Fortitude; Dazed & Vulnerable, Stunned & Defenseless), Extra Condition, Limited Degree; Easily Removable (-4 points) - 8 points
Enchanted Shield: Enhanced Defenses 8 (Dodge 4, Parry 4); Easily Removable (-2 points) - 6 points

* Once per round, as a free action, Adradius can choose to be immune to effects of one of these descriptors: air, darkness, earth, fire, light, metal, plant or water. He remains immune until he deliberately ends his immunity, either by turning off the effect or changing which descriptor applies. While immune, he is surrounded by an illusory image indicating the descriptor to which he is immune.

Advantages:
All-Out Attack, Close Attack 3, Daze (Intimidation), Diehard, Great Endurance, Improved Defense, Improved Initiative, Leadership, Power Attack, Skill Mastery (Intimidation), Startle.

Skills:
Athletics 8 (+12), Close Combat: Mace 4 (+12), Deception 8 (+13), Expertise: Dimensional 5 (+7), Expertise: Magic 6 (+11), Insight 8 (+8), Intimidation 9 (+14), Perception 10 (+10), Stealth 6 (+9).

Offense:
Initiative +7
Unarmed +11 (Close Damage 4),
Enchanted Mace +15 (Close Damage 7).

Defense:
Dodge 11/7, Parry 12/8, Fortitude 7, Toughness 9/4, Will 9.

Totals:
Abilities 60 + Powers 91 + Advantages 13 + Skills 32 + Defenses 16 = 213 points

Offensive PL: 11
Defensive PL: 11
Resistance PL: 8
Skill PL: 9

Complications:
Nihilism--Motivation. Obviously Inhuman. Unfamiliar With Modern World. Vulnerability (effects opposed to his current Immunity.*)

* Air opposes earth. Fire opposes water. Light opposes darkness. Metal opposes plant.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by greycrusader »

Both the Horned God and the All-Traitor are instantly memorable to me, though perhaps more as high-fantasy creatures than characters belonging to the superhero genre. The Adradius is evocative of Prince Gaynor the Damned, the Eternal Traitor of Michael Moorcock's (rather endless) books, while the Horned God of course reminds me of an arch-lich or two from classic AD&D tomes. I was surprised the sworn foe of the eternal Count Dracula is not a formidable sorcerer, but instead more of a behind-the-scenes schemer and strategist. Nice subversion of expectations.

Did they exist on the World Less Magical, or are they retroactive transplants from other realms?

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

Post by Davies »

greycrusader wrote: Thu Nov 24, 2022 4:57 am Both the Horned God and the All-Traitor are instantly memorable to me, though perhaps more as high-fantasy creatures than characters belonging to the superhero genre. The Adradius is evocative of Prince Gaynor the Damned, the Eternal Traitor of Michael Moorcock's (rather endless) books, while the Horned God of course reminds me of an arch-lich or two from classic AD&D tomes. I was surprised the sworn foe of the eternal Count Dracula is not a formidable sorcerer, but instead more of a behind-the-scenes schemer and strategist. Nice subversion of expectations.

Did they exist on the World Less Magical, or are they retroactive transplants from other realms?
Adradius is originally from the World More Sorcerous, as hinted, while the Horned King was originally a figure in the UK of the World More Grim*, owing to another of his inspirations in the Merlin of the recently concluded Once and Future. (*That's the reason his empowerment doesn't happen until the teens.)

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

Post by Davies »

Metal Knight
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Masked
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Unmasked

Sixty years* ago, as the Imperium transformed into the Crimson Imperium, Bohrs Stannim was a novice student of one of the mystic guardians of the Senate, barely out of his adolescence. He was no match for the Grand Inquisitor, and knew it, but hoped to spend his life bravely to slow the monster down so that his master or one of the other mystics could defeat him and restore sanity to the universe. Badly injured in the first second of his desperate attack, Bohrs was utterly unprepared for what happened next -- his master surrendered and begged for the life of both himself and his pupil, pledging that they woud both go into exile on Hasham.

They would lie low, his master told him later on the ship taking them to the Vautaro homeworld, and someday return to take revenge, once Bohrs completed his training. Bohrs was only half-listening. He had heard the man who was supposed to teach him to be brave trembling in fear, and his belief in the man was shattered. He could not see prudence in this course, only cowardice. That night, as his mentor slept, he jury-rigged the launch of an escape pod and left the ship behind to continue the war on his own.

He has fought alone, thwarting the Imperium in one small sector as best as he could, through all the decades since. At some point, he "obtained" a suit of Marine space armor that has both protected his identity and allowed him to take the fight to the enemy in fields of battle where they would never expect to face a mystic. Unfortunately, learning how to keep the technology in good operating order has taken up time that he might have used to improve his understanding of the Source, which would progress slowly enough without this hindrance due to his lack of a teacher. He might be able to find help if he allied with the rest of the Insurgency, but cannot bring himself to trust anyone else after his master failed him.

Recently, the Metal Knight has learned that the shiny new super-troopers of the Imperium, the Scarlet Knights, are embarking on a mission to a planet in the Unclaimed Regions. He finds this bewildering, but recognizes an opportunity. If he were to follow him there, he might be able to challenge them in a place where they have limited access to reinforcements and support. Not a bad idea ... but possibly a dangerous one, as well.

Metal Knight -- PL 10

Abilities:
STR
8/4 | STA 4 | AGL 5 | DEX 4 | FGT 8 | INT 3 | AWE 5 | PRE 4

Powers:
Bonded Laser Blade: Damage 6, Penetrating 6, Accurate; Easily Removable (-4 points) - 9 points
Draw On The Source: Impervious Will 6, Limited to mental effects - 4 points
Sense The Source: Enhanced Defense 8 (Dodge 4, Parry 4); Senses 5 (Accurate, Acute, Ranged Danger Sense) - 13 points
Space Armor: Enhanced Advantages 1 (Improved Defense); Enhanced Strength 4; Flight 8 (500 MPH), Limited to microgravity; Immunity 10 (life support); Movement 2 (environmental adaptation [zero g]); Impervious Protection 4; Removable (-7 points) - 30 points

Advantages:
Agile Feint, Assessment, Defensive Attack, Equipment 10, Fearless, Improved Initiative, Interpose, Power Attack.

Equipment:
Personal Shuttlecraft (see below) and 7 points of equipment as needed.

Skills:
Acrobatics 6 (+11), Athletics 4 (+14/+8), Close Combat: Laser Sword 4 (+12), Expertise: Galactic 9 (+12), Insight 8 (+13), Intimidation 6 (+10), Perception 6 (+11), Technology 4 (+7), Vehicles 5 (+9).

Offense:
Initiative +9
Unarmed +8 (Close Damage 8/4)
Laser Blade +14 (Close Damage 6)

Defense:
Dodge 11/7, Parry 12/8, Fortitude 9, Toughness 8/4, Will 11

Totals:
Abilities 74 + Powers 56 + Advantages 16 + Skills 26 + Defenses 13 = 184 points

Offensive PL: 10
Defensive PL: 10
Resistance PL: 10
Skill PL: 9

Complications:
Justice--Motivation. Hunted by the Authorities. Maintenance. Secret Identity. Untrusting.

Personal Shuttlecraft -- 43 points
Size Gargantuan; Strength 12; Speed 14 (32000 MPH air/space); Defense 6; Toughness 13
Features:
Autopilot (+4), Communications, Computer, Living Space, Navigation System, Remote Control
Powers:
Stardrive: Movement 2 (Space Flight) - 4 points

Note: For the record, I don't think Luthen is a Jedi.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Mechano (II)
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Actual form.
Image
Disguise form.

For Alexander McGovern, the loss of the guardian force was something of a mixed blessing. While he regrets losing the enhancement of his already great intellect, he takes comfort in the fact that his thoughts are now once more only his own, rather than possibly being the result of psychic interactions with higher dimensional intelligences. And since he is now no more vulnerable than most of his colleagues, and no longer essential to the safety of Tanelorn, he has been freed from the necessity to constantly remain there while others were able to explore the multiverse.

At least for now, he is focusing his efforts on learning all that is learnable about the planet on which Tanelorn now rests, both its present and its past. In the course of learning about that history, McGovern learned of the existence of another man named McGovern who had the strange fate to be transformed into a disembodied brain within a robotic body. It was almost exactly what had happened to himself -- save that the alien vessel which he had been investigating had been of extradimensional origin, used by the same creatures whom Kate Becker dubbed "the Weavers".

This was only the first startling discovery. Soon after, McGovern also learned of another brilliant but somewhat ethically challenged scientist named LaFontaine, and of a man who had a slightly different name but the same face as Kent Wilder, and other people who seemed to echo the lives of those who had been part of his own original reality. In all their journeys through realities, they had rarely ever encountered such close parallels of themselves. The implications are somewhat frightening. (He takes some comfort in the fact that there is no such close parallel of Drummond to be found here, but reminds himself that, if she is anything like the woman he knows and fears, she could easily hide herself.)

While investigating the life of that other McGovern, he encountered the rumor that "Mechano" (what a childish alias!) had survived his apparent death in Vietnam. Intrigued by the possibility, he solicited the assistance of the Vagabonds, specifically their talented investigator Wissen, to track down the truth of such claims. They were startled to learn that the rumors were true! At some point in his time with the Grim Brigade, he had begun to operate his robotic body remotely and had been doing so on that dark day. Some time after, he had arranged for his brain to be placed in suspended animation to hold off the neurological decay that would have eventually resulted in his death, and remained in that state even in 2022.

Well, now what? McGovern -- the conscious one -- is uncertain of the correct response to all this. He developed techniques to hold off and reverse that sort of decay in himself, and repairing whatever additional damage has resulted from the suspension would be fairly trivial for Tanelornian medicine. But does he want to awaken this particular sleeping giant? It would be interesting to discuss the similarities and differences between their lives, but what if those discussions turned unfriendly, or even hostile? What if he has become embittered by the loss of so many close friends, and the changes to the world?

The additional insights granted by the guardian force would be really helpful right now. Until he has more information available to him, McGovern is choosing to keep his counterpart in suspension. In tribute to him, however, he has started to use the name "Mechano" as an alias during his ongoing investigations. Childish it may be, but it was the choice of someone who accomplished a great deal ...

Mechano -- PL 11

Abilities:
STR
8 | STA -- | AGL 2 | DEX 4 | FGT 6 | INT 10 | AWE 4 | PRE 3

Powers:
Disguise Field: Array (6 points)
  • Identity Shield: Continuous Morph 1 (ordinary humanoid appearance) - 6 points
  • Stealth Field: Concealment 3 (ordinary vision, radio senses) - 1 point
Robot: Immunity 30 (Fortitude effects); Impervious Protection 10 - 50 points
Self-Repairing: Immortality 5 (1 day); Regeneration 1 (heals normally) - 11 points
Sensors: Senses 6 (acute radio, communication link with private laboratory, low-light vision, vision counters illusion) - 6 points

Advantages:
Connected, Equipment 10, Fast Grab, Improved Grab, Inventor, Power Attack, Ranged Attack 6, Skill Mastery (Technology), Well-informed.

Equipment:
37 points for vehicles or devices as needed.
Private Laboratory: Size Medium; Toughness 14; Features Communications, Computer, Defense System, Fire Prevention System, Laboratory, Library, Sealed, Workshop - 13 points

Skills:
Athletics 4 (+12), Close Combat: Unarmed 3 (+9), Expertise: Dimensional 4 (+14), Expertise: Science 6 (+16), Perception 8 (+12), Persuasion 10 (+13), Technology 6 (+16), Treatment 5 (+15), Vehicles 8 (+12).

Offense:
Initiative +2
Unarmed +9 (Close Damage 8)

Defense:
Dodge 10, Parry 9, Fortitude Immune, Toughness 10, Will 11

Totals:
Abilities 64 + Powers 74 + Advantages 23 + Skills 27 + Defense 18 = 209 points

Offensive PL: 9
Defensive PL: 10
Resistance PL: 11
Skill PL: 11

Complications:
Discovery--Motivation. Limitation (permanently Disabled on all Insight checks). Power Loss (Immortality, if organic brain is damaged.) Vulnerability (electrical powers).

Note: Should stats for his PL 16 Guardian incarnation be required, add Enhanced Ability 5 to each of his abilities (except Stamina, which remains a non-ability.)
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Erik Pelletier
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Born in Ottawa but raised all over the world as the son of a member of the Canadian foreign service, Erik Pelletier was recruited by Argus not long after his university graduation. He soon achieved distinction by conducting a number of operations with style and poise, earning a reputation as a cool-headed operator. He spent most of the teens as the handler for la Dame Bleu and was largely responsible for the excellent relationship between the agency and the sometimes mercurial heroine.

Because of this long history, and another episode, he was recently selected for another major assignment by the recently promoted Director of Sprawl Oversight. In 2014, while personally overseeing the placement of a recently discovered artifact in the "Icebox" (a storage facility located in Nunavuk) Pelletier was caught up in a situation involving what seemed to be an attempt by Baba Yaga to burglarize the facility but turned out to be her working to prevent Saturn agents from doing the same. While his attempts to take her into custody in the aftermath failed, he came closer to doing so than any other known agent. So he was considered a natural choice to attempt to contact the former agent of the Sprawl now that her city had landed on Earth, in order to recruit her as an asset for Argus.

Unfortunately, this was a terrible mistake. What the newbie Director did not realize was that shortly after this episode, Pelletier was extensively interviewed by Helen Duncan, the investigator charged with the hunt for Baba Yaga, who wanted to know every detail of their encounter. At the conclusion of this off-the-record interview, Pelletier somewhat arrogantly asserted that Duncan would never catch the mysterious operative if she lived to be one hundred, because she failed to understand how Baba Yaga thought, which Duncan only answered with a cool smile.

Shortly after the Konan invasion, Baba Yaga was forced to burn her cover as Helen Duncan, and Pelletier realized the meaning of that smile. She had been mocking him, playing with his mind and his mixed emotions of frustration at her escape and admiration for her skill. A terrible fury was born in that moment. Trained in keeping his true feelings hidden, Pelletier accepted the assignment and departed for the Sprawl the next day ... without any intention of recruiting Baba Yaga.

Instead, he plans to kill her and anyone who gets in the way of him doing so. If he succeeds and survives doing so -- he does not think he will and does not particularly care -- he plans to find some other asset whom Argus can use in this new part of the world. In some part of his mind, at least, he is still trying to protect the world, instead of his bruised ego. As yet, he has only recently arrived in the Sprawl, and his hunt has just begun.

Erik Pelletier -- PL 7

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

Advantages:
Attractive, Contacts, Defensive Attack, Defensive Roll, Equipment 6, Evasion, Grabbing Finesse, Improved Disarm, Improved Initiative, Move-by Action, Quick Draw, Ranged Attack 3, Skill Mastery (Deception), Uncanny Dodge, Well-informed.

Equipment:
Concealed body armor (Protection 2, Subtle), Disguised Blaster (Ranged Damage 5, Subtle) and 17 points of equipment as needed.

Skills:
Acrobatics 3 (+6), Athletics 6 (+7), Close Combat: Unarmed 2 (+6), Deception 4 (+7), Expertise: Current Events 2 (+4), Expertise: Streetwise 2 (+4), Insight 5 (+6), Intimidation 2 (+5), Investigation 6 (+8), Perception 4 (+5), Persuasion 2 (+5), Stealth 2 (+5), Technology 5 (+7), Sleight of Hand 2 (+6), Vehicles 1 (+5).

Offense:
Initiative +7
Unarmed +6 (Close Damage 1)
Blaster +7 (Ranged Damage 5)

Defense:
Dodge 8, Parry 6, Fortitude 4, Toughness 6/4/2, Will 5

Totals:
Abilities 40 + Advantages 22 + Skills 25 + Defenses 13 = 100 points

Offensive PL: 6
Defensive PL: 7
Resistance PL: 5
Skill PL: 3

Complications:
Vengeance--Motivation. Secrets (Argus agent and secrets from Argus.) Vestiges of Professionalism.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

Héngwēn Qì/恆溫器
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Art by spriteman1000

A thermostat is a device that maintains the temperature of a system or device. Technically, Hé Jiāháo is a thermostat -- he has the power to perceive changes in temperature and take actions to either heat or cool his surroundings so that they maintain a desired level. Of course, thermostats do not project damaging levels of heat or cold as energy beams, so he is a unique thermostat, to say the least.

Hé Jiāháo was born in Guangzhou in 1988. At the age of 19, he embarked on his first adventures in his costumed identity, taking advantage of the increased tolerance for independent superpower activities that the Chinese government was demonstrating after several such independents had voluntarily assisted the Metahuman Guard in resisting the Zane coup in the previous year. His activities were such that he was offered membership in the Sīfa Zhuānjiā soon after it formed, on the theory that his antics were bound to annoy the government sooner or later and he might as well join forces with other renegades. He turned them down, then, but in a way that left the door open.

Only after the death of Tiankui, in 2014, did he apparently reconsider this refusal, and he has since been one of the stalwarts of the team, his youthful exuberance cooled by the passage of time. Except that is all nothing but lies. Several months before that, he was captured in a sting operation and taken into custody by the Metahuman Guard, who offered him a pair of choices -- a lengthy incarceration and hard labor that would probably be fatal, or infiltrating the Sīfa to gradually bring about the downfall of the organization.

He sometimes wishes he had made the braver choice. The false memories that one Metahuman Guard have implanted in his psyche have fooled the telepaths of the Sīfa and his handler has only used him as an information source so far. But Hé is sure that they will eventually demand that he take action against people whom he has come to admire and respect, and back these demands up with threats against those that he cares about -- most notably a son that he has never even seen. Or perhaps they will simply announce how much he has already betrayed the Sīfa and let them take care of the problem.

Héngwēn Qì -- PL 9

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

Powers:
Energy Absorption: Immunity 20 (cold effects, heat effects) - 20 points
Energy Blast: Array (24 points)
  • Cold Beam: Ranged Multiattack Damage 8 - 24 points
  • Hot Beam: Ranged Multiattack Damage 8 - 1 point
Implanted Memories: Illusion 4 (mental senses), Limited to pre-programmed thoughts and memories, Reaction (mind is read) - 12 points
Temperature Awareness: Senses 2 (analytical infravision) - 2 points

Advantages:
All-out Attack, Defensive Attack, Defensive Roll 2, Move-by Attack, Power Attack, Ranged Attack 3, Set-up, Teamwork.

Skills:
Athletics 5 (+5), Close Combat: Unarmed 2 (+7), Deception 7 (+9), Expertise: Current Events 4 (+6), Insight 6 (+10), Perception 4 (+8), Persuasion 5 (+7), Ranged Combat: Energy Bolt 3 (+7), Stealth 4 (+7), Vehicles 2 (+6).

Offense:
Unarmed +7 (Close Damage 0)
Cold Beam +10 (Ranged Multiattack Damage 8)
Heat Beam +10 (Ranged Multiattack Damage 8)

Defense:
Dodge 9, Parry 7, Fortitude 5, Toughness 7/2, Will 6

Totals:
Abilities 44 + Powers 59 + Advantages 11 + Skills 22 + Defenses 13 = 149 points

Offensive PL: 9
Defensive PL: 8
Resistance PL: 6
Skill PL: 4

Complications:
Fear-Motivation. Secret (double agent.)

Note: Prior to his current situation, his motivation was Thrills and he had Hunted by the Authorities as an additional complication.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by EternalPhoenix »

Davies wrote: Mon Nov 28, 2022 7:29 am Héngwēn Qì/恆溫器
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Art by spriteman1000

He sometimes wishes he had made the braver choice. The false memories that one Metahuman Guard have implanted in his psyche have fooled the telepaths of the Sīfa and his handler has only used him as an information source so far. But Hé is sure that they will eventually demand that he take action against people whom he has come to admire and respect, and back these demands up with threats against those that he cares about -- most notably a son that he has never even seen. Or perhaps they will simply announce how much he has already betrayed the Sīfa and let them take care of the problem.
Davies wrote: Thu Jan 27, 2022 6:25 pm Kansho
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Going after a minor in the US who is under the protection and guidance of pro superheroes seems like overreaching, IMO. There'd be some, uh, interesting consequences to that one whether they succeeded or failed. But Qi doesn't know that, now does he? Nor, from China's perspective, does he have any need to.
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Re: The World In The Aftermath (Formerly A World Less Magical)

Post by Davies »

They haven't actually threatened Joey, though they mentioned that they know he exists -- which proved that they can, and he takes it for granted that they will. And no, Hé doesn't know much about his son's circumstances -- if anything, he thinks he's probably in Japan.

A number of people are in for some interesting surprises when these lines start to converge.

Thank you!
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