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

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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

The Omnivore
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Born Walter Corrigan in 1936, the Omnivore has had one of the longest supervillain careers in the history of the United States -- though this claim ignores certain alleged immortals who, in some cases, have had careers that predated the existence of the United States. An enemy of both the original and the second Captain Mystic, he is also one of the very few criminals to have survived an encounter with Stardust, though he was a very long time healing the injuries he suffered in that unequal battle. In the current era, he has often fought Paragon, but has been hired to fight a variety of other superheroes, though he has a bad reputation for turning on his employers and trying to seize control of their organizations, if any.

The full details of Omnivore's origin remain classified by the U.S. Department of Defense, but the basics are well-known, based on statements from the man himself and detective work by various superheroes. In 1965, a project was developed with the intention of duplicating the series of events that were believed to have been the cause of Stardust's transformation into a super-being. Walter Corrigan, a former sergeant in the United States army who'd been given a life sentence for the murder of his wife (spared the death penalty only because his wife had been caught in the middle of adultery) was offered the opportunity for a pardon if he survived the experiment. Having nothing to lose, he accepted.

Strapped to a rocket engine and bombarded with an artificial version of the strange radiation encountered by Stardust's rocket, the resultant explosion failed to destroy Corrigan's body, and he did emerge with superhuman powers. They were not those of Stardust, however, but rather an ability to drain the powers of other super-beings and use their energies for Corrigan's own purposes. The official report states that he immediately went mad with power and wrecked the base before fleeing into the desert where the experiment took place. Other accounts suggest that he was first offered the opportunity to become a super-powered agent of the U.S. government, which made him laugh and then wreck the base and flee.

Never permanently imprisoned, the Omnivore, as he dubbed himself, nevertheless found himself running out of enemies on whom he could exercise his predatory habits by the 1980s. While very powerful even without stolen energies, he came to the realization that he was addicted to the surge of power theft. To his dubious credit, he was able to recognize that he had a problem, and made a genuine effort to free himself of this addiction, if only so that he could continue to function as an effective criminal. The rise of the second Captain Mystic interrupted this attempt at sobriety, but when he emerged from prison after their fight and found that shed'd fled Earth out of terror of him (as he saw it) he started again.

While he has never fully succeeded in freeing himself of the addiction, he has discovered different ways to use his stolen energies. While unable to channel them in his own body except to increase his already great strength and endurance, the Omnivore can employ them to bestow lesser version of the powers he steals on other people. He generally uses this talent on hired minions or subordinate supervillains to create the false impression that they are the ones who've stolen the powers of a local superhero, who'll summon aid so that he can prey on them, as well. He's pulled this trick a few times, with good results, and might experiment with other ways to redirect stolen energies in the future.

In as much as his cycle of addiction and recovery allows him to have goals beyond self-satisfaction and self-denial, the Omnivore dreams of a future where all other superhumans in the world are imprisoned in a facility under his control, with him draining their abilities so that they can do nothing, and leaving him with no meaningful opposition so that he can do whatever he pleases to whomever he pleases. Consequently, he will never deliberately kill another superhuman, since he wants all of them to serve as his food supply. But no mundane human is even remotely safe from him, and he views himself as a god who kills mortals for his sport.

While he has not aged appreciably since 1966, it's not entirely clear whether he has completely stopped aging. Especially after he has resisted the urge to steal powers for some time, he has seemed significantly older as well as weaker, but always returns to full health and vitality after he gives in to the urge. Just what his transformation has done to his lifespan remains to be seen.

Omnivore -- PL 13

Abilities:
STR 18/13 | STA 17/12 | AGL 1 | DEX 0 | FGT 6 | INT 1 | AWE 2 | PRE 3

Powers:
Might: Linked Enhanced Stamina 5 and Enhanced Strength 5, Limited to after successful power theft; Immunity 16 (life support, need for sleep, radiation damage); Leaping 12; Impervious Toughness 12 - 50 points
Power Boost: Variable 10, Affects Others Only at Perception Range, Limited to powers nullified within the previous hour - 80 points
Power Theft: Perception Range Nullify 13, Sustained, Very Broad (any non-technological power) - 78 points

Advantages:
Fearless 2, Improved Grab, Improved Hold, Startle

Skills:
Close Combat: Unarmed 2 (+8), Expertise: Criminal 8 (+9), Intimidation 8 (+11), Perception 8 (+10), Ranged Combat: Throwing 8 (+8).

Offense:
Initiative +1
Unarmed +8 (Close Damage 18 or 13)
Power Theft -- (Perception Range Will 13 or Power Rank 13)

Defense:
Dodge 6, Parry 9, Fortitude 17/12, Toughness 17/12, Will 8

Totals:
Abilities 76 + Powers 208 + Avantages 5 + Skills 17 + Defenses 14 = 320 points

Complications:
Power--Motivation. Addicted to Power Theft (becomes progressively Impaired, Disabled and Incapacitated if he goes without doing so). Reputation (fearsome opponent).
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Dungsten
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The year 1982 was not a good one. Several world leaders died, as did many superheroes, in the Pythonian Insurgency's first great strike against the world order. But as horrific as that was, that particular horror has been over for a long time, despite a handful of attempted resurgences. In contrast, the other great darkness that descended on Earth in that year has lasted right up until the present day, and shows no signs of ever stopping.

He claims to be known as Dungsten -- or rather that the appelation he uses, out among the stars, is almost identical to the name of the element known on Earth as 'tungsten'. No amount of psychic interrogation has produced his actual name, possibly substantiating his statement that he has forgotten whatever name he was originally given. His homeworld, by his own account, is a planet orbiting the star known to Terrestrial astronomers as Gliese 433. The Technate has apparently not yet explored that region of space, and so this account remains unsubstantiated, though they have plenty of reports about Dungsten's activities before he came to Earth.

His profession, if you can call it that, is that of a bounty hunter and soldier of fortune. He claims to have come to Earth for the first time in pursuit of one such bounty, but won't discuss the identity of his employer or his target at that time. ("Professional ethics.") Because of the fact that he has remained on Earth even after the alleged successful completion of this mission, this particular claim has been subject to a great deal of scrutiny. After the Powerhouse learned of the existence of Daath, for example, they asked Dungsten if he had any connection to that distant world. He mocked them for thinking that all aliens were in some sort of club together, and disclaimed any connection to Abraxas and the Dark Side.

His first well-documented mission involved him offering his services to a furniture magnate whose child had been kidnapped. This did not go very well for him, but the fact that he quickly recovered from what probably should have been life-ending injuries proved a wonderful advertisement for his talents. He ended up being recruited by a motorcycle gang associated with the Pythonian Insurgency, and provided them with considerable muscle and skill for an extended time. However, when finally captured by JTAS in 1988, Dungsten unhesitatingly testifed against his former associates. ('Professional ethics' apparently did not apply when he'd only been paid in food, lodging, and access to sexual partners, rather than actual money as such.)

He still went to prison, after an attempt to deport him to the Technate fell through, but served his ten year sentence with the same calm and steady demeanor that he faces pretty much everything, never making any attempt to escape. Once he was released, he resumed his career as a bounty hunter, based out of Austin, Texas. Exactly how Dungsten was able to obtain the appropriate licensing to pursue such a career is not clear, given his status as a ex-convict, but he has always been able to provide documentation that he has such licensing. (The possibility has been raised that this documentation is a forgery, produced by advanced technology on his theoretical spaceship, but it has never been proven to be the case.)

Tungsten's code of conduct requires him to use Terrestrial equipment in conflict with Terrestrial opponents. Only if they demonstrate abilities beyond the human norm will he resort to using his own innate abilities to challenge them. That the former tends to be more lethal than the latter is meaningless to him. ("I'm not the one who built all this stuff, buddy!") The fact that he doesn't use lower-lethality Terrestrial equipment, such as the Meta-Taser, is something he's declined to address. His one relatively admirable trait is that, once actual money exchanges hands, he stays bought, and cannot be bribed to change his course of action. On the other hand, he is perfectly willing to extort additional funds from his employer, regardless of any agreements that might have been made. ("A written contract is worth the paper it's printed on. Whaddayamean, that's not how that saying goes? Ever heard this saying?" BANG BANG BANG BANG!)

Dungsten -- PL 12

Abilities:
STR
11 | STA 11 | AGL 4 | DEX 2 | FGT 10 | INT 2 | AWE 3 | PRE 5

Powers:
Badass Is Universal (And Translator Implant, But Never Mind That): Comprehend Languages 2 - 6 points
Cosmic Brawling: Array (11 points), Based on Strength Damage
  • Bonebreaker: Grab-based Cumulative Affliction 11 (Resisted and Overcome by Fortitude; Impaired, Disabled), Limited Degree - 1 point
  • Fists of Flurry: Burst Area Damage 5 - 1 point
  • You’ll Feel that Later: Secondary Effect Damage 5 - 1 point
Just a Flesh Wound: Immortality 2 (1 week); Immunity 11 (aging, life support); Regeneration 5 - 20 points
Superior Physical Specimen: Enhanced Advantages 2 (Improved Initiative 2); Enhanced Strength 4, Limited to lifting; Leaping 5 (250 feet), Speed 5 (60 MPH) - 16 points

Advantages:
Accurate Attack, All-out Attack, Benefit (Cipher 3), Close Attack 3, Defensive Attack, Diehard, Equipment 8, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Trip, Instant Up, Move-by Action, Power Attack, Prone Fighting, Ranged Attack 9, Takedown 2, Ultimate Effort (Fortitude checks), Ultimate Effort (Toughness checks)

Equipment:
Arsenal: Array (16 points)
  • Flash-Bang Grenades: Ranged Burst Area Affliction 5 (Fortitude; Sensory Impaired, Sensory Disabled, Unaware) - 1 points
  • Assault Rifle: Ranged Multiattack Damage 5 - 1 point
  • Fragmentation Grenades: Ranged Burst Area Damage 5 - 1 point
  • Heavy Pistol: Ranged Damage 4 - 1 point
  • Sleep Gas Grenades: Ranged Cloud Area Cumulative Affliction 4 (Fortitude; Fatigued, Exhausted, Asleep) - 16 points
  • Smoke Grenades: Ranged Cloud Area Concealment Attack 4 - 1 point
  • Sniper Rifle and Targeting Scope: Ranged Damage 5, Improved Aim, Improved Critical - 1 point
  • Tear Gas Grenades: Ranged Cloud Area Affliction 4 (Fortitude; Dazed & Visually Impaired, Stunned & Visually Disabled, Incapacitated), Extra Condition - 1 point
Motorcycle: Size Medium; Str 3, Speed 6, Def 10, Tou 8; Smokescreen - 13 points

Skills:
Athletics 5 (+16), Deception 8 (+13), Expertise: Galactic 10 (+12), Expertise: Streetwise 9 (+11), Intimidation 10 (+15), Investigation 12 (+14), Perception 12 (+15), Vehicles 12 (+14).

Offense:
Initiative +12
Unarmed +13 (Close Damage 11)
Assault Rifle +11 (Ranged Multiattack Damage 5)
Heavy Pistol +11 (Ranged Damage 4)
Sniper Rifle +11 (Ranged Damage 5)
Flash Bang -- (Ranged Burst Area Fortitude 4)
Fragmentation Grenade -- (Ranged Burst Area Damage 5)
Sleep Grenade -- (Ranged Cloud Area Fortitude 4)
Tear Gas Grenade -- (Ranged Cloud Area Fortitude 4)

Defense:
Dodge 10, Parry 10, Fortitude 13, Toughness 11, Will 8

Totals:
Abilities 96 + Powers 45 + Advantages 41 + Skills 39 + Defense 13 = 234 points

Complications:
Recognition--Motivation. Reputation (cosmic). Supposed Code of Honor.
Last edited by Davies on Mon Aug 03, 2020 12:15 pm, edited 1 time in total.
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Spectra
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When six year old Abigail Mason asked her mother why no one else seemed to see the colors she could see when she looked at people, her mother explained that this was part of what made her so very special, and better than nearly anyone else in the world. Then her mother made her promise that, no matter what other special talents she possessed, Abbey would always use them in a way that suited her family's great secret heritage. Thirty years later, Abbey Churchill continues to try to live up to that promise, even though her understanding of just what that means has changed quite a bit over that time.

Initially, when she realized that the colors she saw related to the emotions that someone was feeling, she found the colors she associated with happiness and peace to be the most beautiful. So she worked to make sure that everyone had these colors, finding ways to banish the colors of sadness and anger, most especially in her own family but in everyone that she met. It wasn't always easy, but she soon got very good at manipulating other people's emotions through simple conversation, and took pride and pleasure in using her abilities to help others.

And then she hit puberty, and her powers grew. Now she didn't have to engage people in conversation, she could just will people to stop being sad or angry and become happy and peaceful. That should have made her happy, but she found herself a bit dissatisfied that all the work she'd put into becoming good at influencing people was nothing but wasted effort. While fuming a bit at this, she was assigned to read Leo Tolstoy's Anna Karenina, and the opening sentence stunned her with its simple truth: "All happy families are alike; each unhappy family is unhappy in its own way."

She spent a lot of time thinking about that notion. All that she'd been doing, in manipulating people to be happy and peaceful, was just turning them into carbon copies of her own ideal and carefully controlled family. It was just too easy, and even more than the pique she'd felt over the waste of her time, she now realized that she wasn't being worthy of her family's heritage as she'd promised to be. Her talents were being wasted in creating banal happiness, when she could do much more artistic and unique things if she started to experiment with creating emotions that weren't necessarily 'pretty'.

And so she did, and came to enjoy find beauty in other people's sorrow, anger, hatred, envy, and all sorts of other emotions that she could create. The best part had to be when these emotions led to actions that caused other, even more unpleasant emotions in both her original target and the people around them, like when she inspired horribly inappropriate lust in one of her father's business associates, and watched him go on a spree of murder and rape. The wonderful horror when he realized what he'd done, the beautiful agony of his victims! It ended way too soon, though, when he put a bullet in his own head. She'd have to learn a defter touch in the future.

Initially, she left her own family alone, since there was no reason they shouldn't be the happy family they'd always been. But then Earl went out to be a superhero, of all things, trying to fix a society that she'd realized was always going to be hopelessly broken. And then Patricia joined him! She told herself that she didn't care what they did, but she eventually admitted that she felt a bit of anxiety that they might start asking questions about why some of the more baffling crimes that they encountered were happening, and hypothesize that there was some controlling intelligence -- Abbey's, to be precise -- behind it all.

She took a break for a while when she was married to one of her cousins, Bobby Churchill, and focused on manipulating him into loving her to distraction, rather than just viewing it as a way to concentrate both their family fortunes and the powers. She found herself becoming surprisingly fond of him, in the process. He was like both the great big puppy and the noble horse that she'd always wanted, and it seemed likely that they'd make wonderful children together. And they did, but not even that could hold back her urge to create more artwork forever.

So she enhanced Patricia's pain and grief until her sister turned to drugs, and arranged for the murder of Earl's disgusting paramour -- what was he thinking, really? -- so that he also dropped out of the superhero business, giving her a much better playing field in Portland. It didn't take long for her to have a finger in pretty much every pie, with countless people influenced by her. Everything was great, really, even when she had to teach that annoying Siren a thing or two. But then Patricia went back to swanning about in costume and trying to set right things that Abbey made go wrong!

She has resisted the urge to meddle further with her sister. The girl is already sufficiently broken, it's really only a matter of time before she collapses completely. Spectra, to use the pseudonym she picked for her criminal enterprises, doesn't have to cause it personally. She can just sit back and watch. Besides, she has other things on her plate, like looking after her seven year-old son and her five year-old daughter. They're such wonderful children, with what she suspects will be fantastic powers!

And the grandchildren she'll get when she breeds the two of them with each other will be even more fantastic, surely!

Spectra - PL 12

Abilities:
STR
0 | STA 3 | AGL 1 | DEX 2 | FGT 3 | INT 3 | AWE 7 | PRE 7

Powers:
Emotional Manipulation: Array (51 points)
  • Emotional Control: Cumulative Perception-Ranged Affliction 12 (Resisted by Will; Entranced, Compelled, Controlled), Concentration, Limited to making people act as though they are in the grip of a powerful emotion, Insidious, Subtle, Variable - 51 points
  • Emotional Overload: Perception-Ranged Affliction 12 (Resisted by Will; Dazed, Stunned, Incapacitated), Concentration, Insidious, Subtle, Variable - 1 point
Empathy: Mind-Reading 12, Limited to emotions, Subtle - 13 points

Advantages:
Assessment, Benefit 5 (Billionaire), Connected, Defensive Roll 2, Evasion, Fascinate (Persuasion), Ranged Attack 3, Taunt, Well-Informed.

Skills:
Deception 6 (+13), Expertise: Business 8 (+11), Expertise: Criminal 8 (+11), Insight 7 (+14), Perception 5 (+12), Persuasion 8 (+15).

Offense:
Initiative +1
Unarmed +3 (Close Damage 0)
Emotional Control -- (Perception-Range Will 12)
Emotional Overload -- (Perception-Range Will 12)

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

Totals:
Abilities 52 + Powers 65 + Advantages 16 + Skills 21 + Defenses 20 = 174 points

Complications:
Power--Motivation. Classist and Racist. Family (husband and childen).Secret Identity.
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

We briefly interrupt this parade of villainy for the first look at the multiverse in which the World Less Magical exists.

Renegade
Image

"This is actually sort of a relief," said Paragon as he watched the orange man on the television screen giving a long-winded speech that didn't make a great deal of sense. It was possible that he just didn't have the context to appreciate what was being said, but he had a feeling that wasn't the case.

"Seriously?" asked the man called Renegade, eyeing him dubiously as the two of them sat beside each other on the couch that took up most of the apartment's living space.

"Well, not this part, no, I can't say it's a relief to see that your President is a man who died in prison more than a decade ago, but in general ... you see, one of the tropes of journeys to alternate realities is an encounter with a morally-reversed world, where good people are evil and evil people are --"

"Are you &#%!ing serious?" Renegade interrupted, now fully glaring. "Like morality is some sort of black and white construct where you can flip a &#%!ing switch or something? That has got has got to be the dumbest sack of $#!+ I've ever heard. You should just be glad Jora's not here to hear it, or she'd give you such a &#%!ing lecture your ears'd be ringing for &#%!ing days."

"Yes, I suppose that it's a bit absurd," Paragon admitted with a nod. "But I've encountered much stranger absurdities. Anyway, it's a relief that I'm not encountering that particular trope." He looked about the apartment, noting that it was clearly designed for single occupancy. "Does Jora not live with you, then?"

"... dude. Why would I still live with my mom?"

Paragon nodded again. "Hm. Good point."

The man beside him was nearly identical in features, though clean-shaven in contrast to his own well-trimmed beard, and slightly younger. He was also a much more volatile personality, quick to anger and yet also quick to calm down. But despite that, and despite how much more prone to violence the other man was -- Paragon's bruises from their introductory fight were still not fully healed -- it was clear to Paragon that the other was just as committed to keeping people safe from harm as he was, just not in the patient and methodical way that was his own process.

Robert would probably like him. Or possibly hate him like poison. Or both, at times. Paragon shook his head. "So the planet where you were born was --"

"Ibycus," Renegade said, a bit tersely. "Blew up when I was five. My dad got a bunch of us sent off in shuttles, but I don't know if any of us but Jora and me are still alive." He paused. "He didn't make it," he added.

"I'm very sorry."

"Yeah, sure. Anyway, twelve years back I finally decided that I wasn't gonna let the world go even further to $#!+ than it already had. So I went out and started kicking ass and taking names. I dunno if it's doing any good or not, but I'm not gonna do nothing."

Paragon considered correcting the double negative, then decided against it. "And there'd never been any sort of super-heroics before you made your debut?"

"Not so far's I know, but it ain't like I ever get a day off to go find out." Renegade shrugged. "Snow says that magic came back after World War I, and I guess she'd know."

"Snow -- oh, Blakestone."

"The hell kind of name's Blakestone?"

"It's complicated, but I'm pretty sure we're talking about a person just like someone I know. And she's probably our best bet to get me back to where I belong, and out of your hair."

"Right, then," said Renegade, hitting the remote's power button and standing up as the television went dead. "Lemme just power up and we'll get go--"

"Ah, I'll wait outside, thank you," Paragon interjected, getting up in a hurry. "I can't believe you use theonite to empower yourself, that's just -- well, I guess alternate worlds are like foreign countries."

"Huh?"

"... never mind," he said with a sigh, and went out through the open window, still faintly amazed to find himself in Cleveland of all places, and that no one even bothered to look up as someone flew out of the apartment where, apparently, Renegade lived and everyone knew it.

Long story short, they did manage to get Paragon back to his own world, and neither side of this exchange is in any hurry to have it repeated. Still, Renegade, Shadowraptor, the Goddamn Queen and other members of the Superhuman Crew will probably do whatever they can to help anyone from the other side, though they'll also moan, groan and curse the whole way, and now that the Powerhouse knows about them, the favor will be returned if need be ... more politely.

Renegade -- PL 13

Abilities:
STR
11/9 | STA 12 | AGL 3 | DEX 4 | FGT 11 | INT 3 | AWE 7 | PRE 3

Powers:
Great Speed: Enhanced Advantages 6 (Close Attack 2, Improved Initiative 2, Interpose, Move-by Action); Enhanced Defense 4 (Dodge 2, Parry 2); Quickness 6; Speed 6 - 22 points
Great Toughness: Immunity 10 (life support); Protection 1, Impervious 12; Regeneration 10 - 33 points
Ibycan Powers: Array (18 points)
  • Cold Projection: Perception Range Damage 5, Precise, Subtle - 1 point
  • Force Projection: Perception-Range Move Object 6 - 18 points
  • Heat Projection: Selective Environment 6 (extreme heat), Quirk (character is at the edge of the area, not the center) - 1 point
  • Gravity Warp: Flight 9 (1000 MPH) - 1 point
  • Sensory Projection: Senses 18 (acute olfactory, extended sight 3, visual counters all concealment, microscopic vision 4, visual penetrates concealment)
  • Strength Enhancement: Enhanced Strength 2; Enhanced Strength 14, Limited to Lifting - 1 point
Advantages:
All-out Attack, Close Attack 2, Contacts, Defensive Attack, Improved Initiative 2, Interpose, Language 2 (French, Ibycan, Mandarin, Spanish [English is native]), Move-by Action, Power Attack, Startle, Ultimate Effort (Fortitude checks).

Skills:
Close Combat: Unarmed 2 (+13), Expertise: Streetwise 9 (+12), Intimidation 8 (+11), Investigation 8 (+11), Perception 6 (+13), Stealth 7 (+10).

Offense:
Initiative +11
Unarmed +15 (Close Damage 11/9)
Cold Projection -- (Perception Range Damage 5)

Defense:
Dodge 13/11, Parry 13/11, Fortitude 12, Toughness 13, Will 11.

Totals:
Abilities 106 + Powers 79 + Advantages 8 + Skills 20 + Defenses 12 = 225 points

Complications:
Justice--Motivation. Family (mother). Power Loss (Ibycan Powers; regular exposure to theonite). Public Identity. Reputation.
Last edited by Davies on Mon Aug 03, 2020 12:16 pm, edited 1 time in total.
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Voltron64
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Re: A World Less Magical But No Less Fantastic

Post by Voltron64 »

Got it, less Earth-3. More Wildstorm/Ultimate Marvel.
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Rose Madder
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Rose Gracie has many unanswered questions about her own past. Who was her mother? What happened to her? When and where, exactly, was she born, and so how old is she? In the past, when she asked her father, the international mercenary known as Killshot, about these subjects, the best she could hope for was to be told that the answers weren't relevant to their current situation. More likely she'd get hit.

But neither answers nor abuse are going to come to her now, ever again. Killshot, hired by Guy Gisburne to end his long-running feud with Blakestone and the Ultra Girls, ended his long career of patient planning and deadly, precise attacks in a berserk charge against the little girls who had thwarted him repeatedly, resulting in him falling to his death from atop a building. Rose managed to claim his body and arrange for it to be buried in the Scottish village where her father had apparently been born, and then started advertising her services as a solo operative. What else was she supposed to do?

Intellectually, she recognizes that it's crazy to blame the Ultra Girls for her father's death. And she knows that if the situation were reversed, she dead and he alive, he would only have spit on her corpse, called her useless, and promptly forgotten her. Revenge was utterly foreign to his thinking. But that's probably why he was a legend in the trade, and she is just struggling to get started, and can't even afford to give discounts for missions that will pit her against her hated enemies. And she does hate them, oh so very much, and fully intends to put them all in the ground.

And all the while, Blakestone is horribly certain that one of her team's greatest enemies is someone who was supposed to be one of them, and doesn't know what went so horribly wrong.

While Rose Madder possesses innate speedster-like powers, she has yet to develop any of the usual tricks associated with that powerset, in favor of mastering a special weapon of unknown manufacture, that functions as a war scythe with an integrated two-trigger shotgun, with one barrel normally loaded with scattershot and the other with shells, allowing her a great deal of attack options. In addition, the pole of her scythe is specially designed to extend a flexible section that allows her to use it for pole vaulting.

Rose has no real life outside of her missions. Any time she ever tried to develop friendships during her childhood, they would be -- if they were lucky -- driven away by her father. By the current point in her life, she actively drives people away without any prompting, and spends her off-hours in solitude, training, and self-education. It would be possible for someone other than a member of the Ultra Girls to get through her shell of paranoia and grief, but that will be a difficult course of action, with many potential stumbling blocks.

Rose Madder -- PL 10

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

Powers:
Rapid Movement: Enhanced Advantages 8 (Defensive Roll 2, Evasion, Improved Initiative 3, Instant Up, Move-by Action); Enhanced Defenses 18 (Dodge 9, Parry 9); Immunity 1 (poison); Quickness 8; Regeneration 5; Speed 10 (2000 MPH) - 50 points
Scythe-Weapon: Easily Removable (-6 points)
* Variable Weapon: Array (10 points)
  • Blade: Strength-based Damage 3, Improved Critical, Reach - 1 point
  • Scattershot: Ranged Damage 3; Enhanced Ranged Damage 2, Accurate, Limited to targets without Protection - 1 point
  • Shellshot: Ranged Damage 5 - 10 points
* Vaulting Staff: Leaping 2 (30 feet) - 2 points

Advantages:
Agile Feint, Close Attack 2, Defensive Roll 2, Evasion, Improved Initiative 3, Instant Up, Languages 3 (English, French, German, Portuguese, Spanish, others [Vietnamese is native]), Move-by Action, Ranged Attack 2, Uncanny Dodge.

Skills:
Acrobatics 5 (+10), Athletics 6 (+7), Close Combat: Scythe 5 (+9), Expertise: Streetwise 8 (+8), Intimidation 4 (+6), Perception 4 (+6), Ranged Combat: Guns 6 (+11), Stealth 4 (+9) Technology 6 (+6)

Offense:
Initiative +17
Unarmed +6 (Close Damage 1)
Blade +11 (Close Damage 4, Crit 19-20)
Scattershot +15 or +13 (Ranged Damage 5 or 3)
Shellshot +13 (Ranged Damage 5)

Defense:
Dodge 14, Parry 13, Fortitude 5, Toughness 6/1, Will 8

Totals:
Abilities 40 + Powers 68 + Advantages 9 + Skills 24 + Defenses 10 = 151 points

Complications:
Mercenary--Motivation. Hatred (Ultra Girls). Power Loss (must reload weapon). Trusts No One.
"I'm sorry. I love you. I'm not sorry I love you."
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Ayesha
Image

The year was 1936, the place Liverpool. In a tenement room, a woman was seated at the kitchen table while her six-year old daughter washed dishes in the kitchen sink. The woman, a priestess and princess of a city once lost to history, and now lost even to her, was dreaming of the day when she would come to her daughter's father, and he would set aside his American strumpet, raising herself up as his true wife. Jolted from her dreams by the sound of a dish shattering, she turned to look at her daughter ... just as the child turned to look at her with a look of profound contempt, then rushed at her with knife in hand to cut open her stomach. As she collapsed to the floor, whatever was using her daughter as a host spoke. "Goodbye, you pathetic imitation." And then she left her to bleed out on the kitchen floor.

So passed La, formerly of Opar. Her daughter, now possessed by the spirt of the woman called Ayesha, She-Who-Must-Be-Obeyed, found it easy to find new parents through the use of her inhuman charisma she had posessed in her former life -- or rather her lives, for in the flush of her youth she remembered that she had reincarnated over and over again since her youth in ancient times, rather than existing as a single entity through all that time, regardless of what she said or wrote. Something had happened, however, in her most recent existence, which had deprived her of the power she had posessed.

Well, what of it? She had all the time in the world to get it back again. And so Ayesha immersed herself in the modern world, learning more of the realm she would one day claim as her own. She toyed with the hearts of men and women, wrecking lives and families, all for her amusement. In the late teens of her current host body, she began her education in black magic, with the vague ambition of regaining her former power. Her hopes were dashed, but she managed to have some fun in the process. After her fifth failure in as many years, however, she found herself growing a bit impatient.

In the late 1950s and 1960s, she began to explore magic in more depth, in the process clashing with actual magicians, most notably Jeremiah Wander. Ayesha also began her attempts to conquer the world in earnest at this time, in the process clashing with her host body's biological father. She found his attempts to 'save' the girl whom she had been revolting, and despised him even more for his unearned agelessness. Though she survived, again and again, whatever the so-called forces of 'good' threw at her, she never achieved the power, whether occult or political, that she sought.

But she was growing older, and all the time in the world was running out. Her schemes in the 70s, the 80s, and the 90s were even less successful than those of previous decades, and she banished mirrors from her hidden fastnesses out of anger at what they showed her. She spent much of her remaining fortune on technological treatments for her advancing age, until the honest scientists told her that there was nothing more they could do, and she learned how to recognize the grifters.

Then she made her discovery, while staying in Damascus, and learning of a young woman fighting crime and saving lives with the assistance of a being of smokeless fire. At once, she recognized the meaning behind this. Someone had found the Flame of Life which she had once commanded, and now bent it to their will. And she could bend it right back to her own will, if she eliminated her rival. Her last remaining magical treasure was a ritual knife that she could use for that purpose.

The murder was easily accomplished, but then a group of damnable would-be heroes interrupted her attempt to claim the firey being for her own. Ayesha escaped them, but realized the meaning of their presence as well. They must be part of the cabal who had claimed her flame, and if she destroyed them, the flame would come back to her. So she has sought to do this, clashing with them many times, and failing over and over again to regain what she knows to be the Flame of Life. Her time is running out, and so she is growing more and more desperate ...

... and she is utterly mistaken about everything. The 'genie' she pursues has nothing to do with the Flame of Life whose priestess she once was. The Ultra Girls are not a cabal of sorcerers. Even if, by some miracle, she captured what is now called the Green Inferno and bound it to her with magic that she doesn't fully understand, it would not slow down or erase the aging process that she fears so much. She has forgotten the truth of her cycle of reincarnation, and once again believes that she was immortal in her previous existence.

Nothing she can do will save her life, and when she finally dies, of age or violence or accident, her spirit will be set free, to invade and possess another child in a few decades time, and follow the same paths in that life which she followed in this one. Because she never, ever, learns from her mistakes. That is the price she pays for her immortality.

The suffering and grief she leaves in her wake is the price everyone else pays.

Ayesha -- PL 6

Abilities:
STR
-1 | STA 0 | AGL 0 | DEX 0 | FGT 2 | INT 3 | AWE 5 | PRE 9

Powers:
Athame:
Strength-based Damage 1, Affects Insubstantial 2, Improved Critical 4; Easily Removable (-2) - 5 points
Omen Sensitivity: Senses 4 (Precognition [Unreliable]) - 2 points
Wisdom of the Ages: Comprehend 4 (understand, speak, read all languages) - 12 points

Advantages:
Animal Empathy, Benefit 5 (Alternate Identity, Multi-millionaire), Connected, Daze (Intimidation), Defensive Roll, Fascinate (Persuasion), Inspire 5, Jack-of-all-Trades, Redirect.

Skills:
Close Combat: Knife 9 (+11), Deception 5 (+14), Expertise: History 9 (+12), Expertise: Magic 9 (+12)*, Insight 10 (+15), Intimidation 5 (+14), Perception 8 (+13), Persuasion 7 (+16)
* INT-based

Offense:
Initiative +0
Unarmed +2 (Close Damage -1)
Athame +11 (Close Damage 0, Crit 16-20)

Defense:
Dodge 5, Parry 7, Fortitude 4, Toughness 2/0, Will 8

Totals:
Abilities 36 + Powers 19 + Advantages 18 + Skills 31 + Defenses 17 = 121 points

Complications:
Power--Motivation. Fear (death). Hatred (Ultra Girls). Nemesis (Lord Greystoke). Utterly, Utterly Deluded.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Mephistopheles*
Image

In 1963, would-be novelist Geoffrey Tempest (real name Geoffrey Mackay) had just graduated from college when he became caught up in a series of supernatural events that were resolved by occultist Jeremiah Wander. Fascinated by what he'd witnessed, Geoffrey volunteered his services as Wander's assistant and chronicler, and, needing all the help he could get, Wander agreed. That was the beginning of nearly a decade of adventures beyond the supernatural, only ending when Wander disappeared during the battle against Stardust.

Well before that, however, Geoffrey had started to become dissatisfied with what he'd come to understand about the supernatural through his adventures. He'd always loved fairy tales and horror stories, but the reality of magic, always having its roots in a human being's choices rather than existing independently, was sort of ... boring. Deep down, Geoffrey wanted there to be gods and monsters, rather than these things being just part of someone's delusions set loose on the world.

When Jeremiah went missing and was presumed dead, Geoffrey was left to manage his affairs. While he had a healthy income thanks to sales of the books he'd written about Wander's adventures (with a few completely fictional stories mixed in, at the mage's insistence) it wasn't enough to keep paying the property taxes on their brownstone in the Village. Nor could Geoffrey afford to have all of Wander's library transported to a different, less expensive residence. With great reluctance, he began paging through the books to see what he could safely sell, in order to pay for the move.

It was then that he discovered the Book of the Great Scorpion, a text that Jeremiah had never told him about. (For good reason, it would soon seem.) Geoffrey knew enough about magic to recognize that he was dealing with something genuine in this text, yet the cosmology it outlined was utterly different from what he'd learned. The gods and demons of old had been real, in a way; they had been masks worn by alien entities for the purposes of communicating with human beings. And these beings still existed, only slumbering thanks to a lack of attention.

This was what he'd always sought. Impetuously, Geoffrey proceeded to conduct one of the safer rituals in the text, supposedly that which Johann Faust had used to contact the being he called Mephistophilis, in order to benefit from the creature's wisdom in his current task. (Yes, he sought to summon a demon in order to have it help him sort through a library.) He's still not sure whether he managed to botch the ritual terribly, or if what happened was always going to happen.

Regardless, he woke up about six hours later with the king of all headaches, and the ritual space looking like the center of a flash fire that, fortunately, hadn't affected the rest of the building. Annoyed at what he viewed as a failure, he went back to packing up books, contacted a few would-be buyers, and then went out for some entertainment -- specifically a performance of Marlowe's Faust. Given what he'd just been through, it was tempting to cancel, but he'd already bought the ticket.

When the play's Mephistophilis appeared on stage for the first time, Faust's actor said a certain line. ("I charge thee to return, and change thy shape; thou art too ugly to attend on me.") Something seemed to explode in Geoffrey's mind, and he felt his body transform into a mighty bat-winged form even as he sat in the audience, provoking screams from the other theatre patrons. For the rest of the night, his mind was as a passenger in his body, another intellect in the driver's seat as he went flying about Manhattan and scaring people. At dawn, the other guy spoke another line from the same play ("O, Faustus, leave these frivolous demands, Which strike a terror to my fainting soul!") which turned him back into Geoffrey.

According to conventional magical theory, what had just happened was that Geoffrey had developed the ability to unleash his own 'shadow' archetype, investing it with all the magical potential he'd awakened. Geoffrey is not convinced that conventional magical theory is right about this, and sometimes worries that he has seriously bonded himself to an entity that might as well be an actual demon from hell. The other side of what he developed lends credence to his worries -- somehow, he has accidentally stumbled onto an actual immortality formula, and now does not age and routinely recovers from fatal wounds in about a day.

The downside is that whenever he (or anyone else in his hearing) says the words that provoke the transformation, he automatically transforms into the creature that he has named Mephistopheles. And while Geoffrey has always thought of himself as a reasonably good person, Mephistopheles cares only for satisfying his needs for amusement, regardless of what that amusement will cost anyone else. Worse, the words that can summon (and unsummon) him are now well-known in the occult community, though the account often misrepresents the situation by claiming that someone who sets Mephistopheles free earns his services for a day. (Completely untrue, but Mephistopheles often finds it amusing to play along with the delusion.)

Worse, Geoffrey can't just isolate himself from anyone who might say the words and then never say them himself. If he doesn't let Mephistopheles out at least once a week, he will find himself becoming seriously ill, as though the binding is becoming harmful to his health. (On the other hand, the same thing happens to Mephistopheles if he refuses to transform back to Geoffrey after about a day.) No attempt to sever the binding has worked, which lends credence to the idea that there is no binding, and that Mephistopheles is just a part of Geoffrey that he doesn't want to accept.

Currently, Geoffrey owns and operates a nightclub in San Francisco named 'The Beast's Lair', and has ties to members of the criminal underworld, who frequently employ Mephistopheles' services. When in his normal state, he makes half-hearted attempts to mitigate whatever damage that his other half causes. But the strangest thing about his condition is the way that Mephistopheles sometimes amuses himself by doing acts which anyone would consider good, such as when he came to the aid of the Powerhouse while they were in the area. When Blakestone asked why Mephistopheles did this, he first claimed that they'd simply had a mutual enemy, and that he might take it into his head to oppose them the next time they crossed paths.

Then he laughed. "No, that's a lie. I tell a lot of lies. But the truth is that I'd never do anything to any of you, because what could I possibly do that's as cruel as what you've done to yourselves? Becoming heroes, in this world and age? Fighting to protect a world that keeps tearing itself apart? Carrying on no matter how much pain and suffering you endure? You poor, poor absurd little fools. I genuinely pity you. Good even, gentles all."

Mephistopheles - PL 10

Abilities:
STR
6/3 | STA 6/3 | AGL 2 | DEX 2 | FGT 10/6 | INT 1 | AWE 4 | PRE 2

Powers:
Demonic Transformation: Activation (Standard Action, -2 points)
* Bat Wings: Flight 5 (60 MPH), Wings - 5 points
* Demonic Gaze: Array (20 points)
  • Entrancing Gaze: Perception Ranged Affliction 10 (Resisted by Will; Entranced, Compelled, Controlled), Visual
    Sense-Dependent - 20 points
  • False Gaze: Illusion 10 (all senses but mental), Limited to One Subject, Resisted by Will - 1 point
  • Piercing Gaze: Cumulative Mind Reading 10, Visual Sense Dependent - 1 point
  • Searing Gaze: Perception Ranged Affliction 10 (Resisted by Will; Dazed, Stunned, Incapacitated), Visual Sense-Dependent - 1 point
* Supernatural Might: Enhanced Fighting 4; Enhanced Stamina 3; Enhanced Strength 3; Enhanced Strength 5, Limited to lifting; Enhanced Will 3; Immunity 12 (fire effects, suffocation); Protection 3, Impervious 6; Senses 1 (low-light vision) - 47 points
Undying: Immortality 5 (1 day); Immunity 3 (aging, disease, poison) - 13 points

Advantages:
Attractive, Benefit 2 (independently wealthy), Close Attack 2, Daze (Deception), Equipment 2, Evasion, Fascinate (Deception), Inspire, Power Attack.

Equipment:
Beast's Lair: Size: Large; Toughness: 10; Features: Deathtraps, Laboratory, Library, Living Space, Secret, Security System - 10 points

Skills:
Athletics 6 (+12/+9), Deception 9 (+11), Expertise: Criminal 8 (+9), Expertise: Magic 10 (+12), Insight 6 (+10), Intimidation 9 (+11), Perception 6 (+10), Stealth 6 (+8).

Offense:
Initiative +2
Unarmed +12/+8 (Close Damage 6/3)
Entrancing Gaze -- (Perception Range Will 10)
Searing Gaze -- (Perception Range Will 10)

Defense:
Dodge 8, Parry 10/6, Fortitude 8/5, Toughness 9/3, Will 9/6

Totals:
Abilities 46 + Powers 89 + Advantages 10 + Skills 30 + Defenses 10 = 185 points

Complications:
Atonement--Motivation (as Geoffrey Tempest). Amusement--Motivation (as Mephistopheles). Involuntary Transformation (whenever certain words are spoken in his hearing). Weakness (sincere expressions of faith).

* "I'm really complicated."
Last edited by Davies on Mon Aug 03, 2020 12:17 pm, edited 1 time in total.
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Voltron64
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Re: A World Less Magical But No Less Fantastic

Post by Voltron64 »

Davies wrote: Fri Jun 12, 2020 8:12 pm Well before that, however, Geoffrey had started to become dissatisfied with what he'd come to understand about the supernatural through his adventures. He'd always loved fairy tales and horror stories, but the reality of magic, always having its roots in a human being's choices rather than existing independently, was sort of ... boring. Deep down, Geoffrey wanted there to be gods and monsters, rather than these things being just part of someone's delusions set loose on the world.
You ask me, he's too narrow minded if he came to that conclusion.

How ironic for a novelist of all people to underestimate the power and depth of imagination.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Voltron64 wrote: Fri Jun 12, 2020 8:24 pm
You ask me, he's too narrow minded if he came to that conclusion.

How ironic for a novelist of all people to underestimate the power and depth of imagination.
Note lack of Expertise: Novelist.

Anyway, if so, then he has suffered a great deal for his lack of vision.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Gigantoprimatus
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While the age of the kaiju is usually considered to have begun in the 1950s, earlier examples had been discovered and even publicized in the decades before that, and the term 'strange beast' was even used in Japanese-language publications concerning the creatures. The best documented case was that of the capture, exhibition and eventual escape of an impossibly large ape, dubbed the 'eighth wonder of the world' in advertising copy for the aforementioned exhibition.

It's not clear exactly what brought professional hunter Edgar Danby and a party of twenty associates -- less than half of whom returned alive -- to Dread Island in the year 1928. He would later claim that he and his friends had planned to sail from San Francisco to Indonesia in order to hunt komodo dragons, but that they were knocked off course by an unexpected storm and forced to make landfall on the uncharted island. Other members of the ship's company claimed that Danby had always intended to sail to the mysterious island, having obtained intelligence about treasure to be found there. Still others claimed that Danby was, somehow, fully apprised of the nature of the island's animal life, and always intended to capture something, thus explaining why he'd hired the large freighter in question.

Regardless, Danby's party encountered a variety of dangerous fauna and flora on Dread Island, though they documented very little of it, being more focused on the challenges of survival. The exception to this was the creature which they ultimately did capture, later dubbed gigantoprimatus rex -- an animal strikingly similar in appearance to a gorilla, but approximately twelve meters (39 feet) in height. Incapacitated by a knockout gas supposedly devised by Danby himself -- further evidence that he'd planned this all along -- the animal was kept sedated for most of the trip back to North America.

Danby exhibited the gigantoprimatus specimen at a circus in Florida, but his belief that the animal's spirit had been broken was demonstrated incorrect; escaped and began rampaging through the countryside. It was during this escapade that one of the stranger attributes of the species was demonstrated. Stumbling into an overhead power line and receiving a 220 kV electric shock, the gigantoprimatus was not only unharmed by the experience, but seemed energized by it, recovering from the injuries he had already suffered from police rifles. However, he was finally brought down by machine gun fire from airplanes.

Exactly what happened to the corpse of this first kaiju has remained something of a mystery ever since. Danby claimed to have donated the body to a Florida university, but no such donation was ever recorded. Some have suggested that the recently established Office of Scientific Investigation took custody of the remains, but if so they were not among its collection donated to the Smithsonian when the Office was shut down in 1961. Another account suggests that a well-known surgeon and philanthropist purchased them from Danby, subsidizing the exhibitionist's legal bills, while returning the gigantoprimatus specimen to Dread Island, where they were supposedly given a humane burial.

Eventually, the episode was largely forgotten, often blending in with memories of the film that it inspired. Since then, a handful of other gigantoprimates have been captured and brought to 'civilization', with this usually having quite similar results. The most recent incidents have involved attempts to prevent harm to both the kaiju and the surroundings, however, as studies have suggested that the species may be every bit as sapient as humanity.

Gigantoprimatus -- PL 11

Abilities:
STR 12 | STA 11 | AGL 4 | DEX 1 | FGT 8 | INT -2 | AWE 3 | PRE 2

Powers:
Electrical Absorption: Immunity 10 (electrical effects); Regeneration 10, Source (electricity) - 20 points
Huge Size: Permanent Growth 10; Protection 3 - 33 points
Senses: Senses 6 (acute extended tracking scent, low light vision, ultrahearing) - 6 points
Very Mobile: Movement 5 (safe fall, sure footed 2, swinging, wall-crawling); Speed 4 (30 MPH) - 13 points

Advantages:
Diehard, Fast Grab, Great Endurance, Improved Grab, Improvised Weapon, Startle, Throwing Mastery 3

Skills:
Acrobatics 8 (+12), Athletics 2 (+14), Intimidation 6 (+13), Perception 8 (+11), Ranged Combat: Thrown 6 (+7)

Offense:
Initiative +4
Unarmed +8 (Close Damage 12)
Thrown Object +7 (Ranged Damage 15)

Defense:
Dodge 6, Parry 8, Fortitude 14, Toughness 14, Will 7

Totals:
Abilities 38 + Powers 72 + Advantages 9 + Skills 15 + Defenses 21 = 155 points

Complications:
Survival--Motivation. Animal (no speech). Temper.

As yet, no daikaiju form of the gigantoprimatus has been discovered. An argument has been made that it is the daikaiju form of a species of very large apes supposedly found in East Africa in the early twentieth century, now believed to be extinct.
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Voltron64
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Re: A World Less Magical But No Less Fantastic

Post by Voltron64 »

Davies wrote: Sun Jun 14, 2020 1:29 am Another account suggests that a well-known surgeon and philanthropist purchased them from Danby, subsidizing the exhibitionist's legal bills, while returning the gigantoprimatus specimen to Dread Island, where they were supposedly given a humane burial.
That's probably the one that happened IMO.

And I strongly suspect that surgeon/philanthropist might have been the inspiration for an figure created by a Mr. Lester Dent?
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Voltron64 wrote: Sun Jun 14, 2020 1:38 am
Davies wrote: Sun Jun 14, 2020 1:29 am Another account suggests that a well-known surgeon and philanthropist purchased them from Danby, subsidizing the exhibitionist's legal bills, while returning the gigantoprimatus specimen to Dread Island, where they were supposedly given a humane burial.
That's probably the one that happened IMO.

And I strongly suspect that surgeon/philanthropist might have been the inspiration for an figure created by a Mr. Lester Dent?
No comment. Said figure is not public domain yet. ;)
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Re: A World Less Magical But No Less Fantastic

Post by Voltron64 »

Davies wrote: Sun Jun 14, 2020 1:47 am
Voltron64 wrote: Sun Jun 14, 2020 1:38 am
Davies wrote: Sun Jun 14, 2020 1:29 am Another account suggests that a well-known surgeon and philanthropist purchased them from Danby, subsidizing the exhibitionist's legal bills, while returning the gigantoprimatus specimen to Dread Island, where they were supposedly given a humane burial.
That's probably the one that happened IMO.

And I strongly suspect that surgeon/philanthropist might have been the inspiration for an figure created by a Mr. Lester Dent?
No comment. Said figure is not public domain yet. ;)
I'll take that as a yes.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Gojirasaurus
Image
Kaiju
Image
Daikaiju

While often associated with atomic weapons testing, and certainly attracted to such incidents -- the first well-documented sighting of the species took place during the second test of Operation Crossroads in 1946 -- the idea that they were "awakened" or even "mutated" by the radiation of the tests seems to be apocryphal. While able to absorb the radiation of a nuclear explosion, they are as vulnerable as any other creature to the actual blast, and the creature glimpsed during Crossroads was annihilated by the Baker test.

Only a few months later, however, a different member of the species destroyed a lighthouse at Lonely Bay, in Alaska. When interviewed, the lighthouse keeper claimed that he'd seen 'the dinosaur' coming around for about a decade, and guessed that it had gotten tired of the lighthouse playing 'hard to get'. (A different explanation was given by author Ray Bradbury in the story inspired by this episode, which the author claimed to be pure fiction.) There would be further sightings over the following decade, but no serious episodes until one of the creatures attacked Tokyo in 1956. The results of that episode are too well-known to repeat here, and resulted in the creature being given its scientific name.

While structurally similar to a theropod dinosaur, the creature's walking posture is much more upright, with its tail dragging rather than extended behind it, parallel to the ground. It is believed that this is because the gojirosaurus is an amphibious creature, more comfortable in the water than the surface. This is further demonstrated by its rapid swimming speed, moving many times faster in the water than on the ground. In 1991, a group of photojournalists recorded images of the largest assembly of gojirasaurids ever observed in the sea on the western coastline of Dread Isle, engaged in what might have been mating behavior, or possibly juvenile squabbling. This has led to speculation that the creature's hatching grounds are located on the sea floor of that region, but no one has yet mounted an expedition to find out.

There is believed to be only a singular example of the daikaiju variation of the gojirasaurus species. However, it was insisted for many years that there was only a singular remaining example of the kaiju gojirasurus, until one was observed in the company of a younger example. Even then, it was insisted that they were the only examples of their species, until it was positively demonstrated that there had been gojirasaurus sightings in two impossibly remote locations at roughly the same time. Perhaps it would be more accurate to state that it is hoped that only a single example of one of the most dangerous creatures on Earth exists.

Ironically, the daikaiju has actually fought on humanity's behalf on at least one occasion, during the second uprising of Kthulu. However, this was very definitely a case of a struggle against mutual enemies, for attempts to read the daikaiju's mind have never revealed anything but an impression of utter rage. While that rage was particularly focused when fighting Kthulu, it didn't ease after the creature dissolved. At best, it subsides into great weariness, and the sense that the world can always be destroyed after the gojirasaurus gets some rest.

Gojirasaurus -- PL 11

Abilities:
STR
13 | STA 12 | AGL 0 | DEX -1 | FGT 8 | INT -4 | AWE 3 | PRE 0

Powers:
Amphibious: Immunity 4 (cold, drowning, heat, pressure); Swimming 6 (30 MPH) - 10 points
Bite: Strength-based Damage 1 - 1 point
Energy Absorption: Immunity 20 (energy effects); Regeneration 10, Source (radiation) - 25 points
Huge Size: Permanent Growth 10; Protection 4, Impervious 12 - 46 points
Radioactive Blast: Cone Area 3 Damage 11 - 44 points
Senses: Senses 8 (extended 2 ranged tracking detect radiation, low light vision, acute scent, ultrahearing) - 8 points

Advantages:
All-out Attack, Improved Grab, Improved Initiative, Power Attack

Skills:
Intimidation 6 (+10), Perception 8 (+11)

Offense:
Initiative +4
Unarmed +8 (Close Damage 13)
Bite +8 (Close Damage 14)
Radioactive Blast -- (Cone Area Damage 11)

Defense:
Dodge 4, Parry 6, Fortitude 15, Toughness 16, Will 7.

Totals:
Abilities 22 + Powers 129 + Advantages 4 + Skills 7 + Defenses 19 = 191 points

Complications:
Survival--Motivation. Animal (cannot speak). Temper.

Gojirasaurus, Daikaiju -- PL 13

Abilities:
STR
15 | STA 14 | AGL 0 | DEX -1 | FGT 8 | INT -4 | AWE 3 | PRE 0

Powers:
All-Consuming Fury: Immunity 10 (mental effects) - 10 points
Amphibious: Immunity 4 (cold, drowning, heat, pressure); Swimming 9 (250 MPH) - 13 points
Bite: Strength-based Damage 1 - 1 point
Energy Absorption: Immunity 20 (energy effects); Regeneration 20, Source (radiation) - 30 points
Gargantuan Size: Permanent Growth 12; Protection 4, Impervious 14 - 54 points
Radioactive Blast: Cone Area 3 Damage 13 - 52 points
Senses: Senses 8 (extended 2 ranged tracking detect radiation, low light vision, acute scent, ultrahearing) - 8 points

Advantages:
All-out Attack, Improved Grab, Improved Initiative, Power Attack, Seize Initiative

Skills:
Intimidation 6 (+12), Perception 8 (+11)

Offense:
Initiative +4
Unarmed +8 (Close Damage 15)
Bite +8 (Close Damage 16)
Radioactive Blast -- (Cone Area Damage 13)

Defense:
Dodge 4, Parry 6, Fortitude 17, Toughness 18, Will 9.

Totals:
Abilities 22 + Powers 168 + Advantages 5 + Skills 7 + Defenses 19 = 221 points

Complications:
Rage--Motivation. Animal
(cannot speak). Cautious Respect (Super-Giant). Hatred (Kthulu).
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