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 »

Riverwind
Image

Indigenous American superheroes are somber, spiritual people, who mourn the environmental destruction of the planet. Someone forgot to tell this to Kellysue Amiotte, a wise-cracking smartass who's entirely focused on the here and now, and who responds to the sight of litter by slamming it into the nearest trashcan with a wry comment, instead of wasting her time crying. Push her a bit too far and she might slam a litterbug there as well.

Growing up on the Pine Ridge Reservation, Kellysue was aware that she possessed a useless superpower from her earliest days -- she could glow various colors. It wouldn't be until she turned sixteen that her full power emerged, with the colored auras now associated with various sorts of energies that she could call upon, and the ability to fly. She considered using these abilities to help people, but soon came to the conclusion that her powers were still absolutely useless when it came to helping the people on the Reservation to cope with their poverty and associated problems.

So she left, deciding to take the opportunity to see more of the world than she'd ever imagined that she'd get to see, and figure out what to do next after she'd done that. She flew east, to the coast, taking in the sights, and then across the Atlantic -- stopping in Bermuda to rest, before travelling on to Europe. She passed over Paris and then headed south across the Mediterranean to Africa, drawn to see the Sahara. Kellysue randomly decided to see if she could hike through this wasteland alone, supported by her powers.

It's not clear if she could have or not, because her journey came to a sudden halt when she was attacked by a crazy old woman who called herself Ayesha. Still fairly inexperienced in the use of her powers, Kellysue's journey might have come to a very permanent end had the other Ultra Girls, pursuing Ayesha from their previous encounter in Damascus, not come to her aid. When the fight was over,Blakestone explained her theory about what was driving Ayesha, and how they were all linked. Kellysue wasn't sure just how offended she should be about the idea that she was somehow connected to a woman of a completely different nation who'd lived and died hundreds of years before her, but then Blakestone said four words that made her reconsider the idea.

"Colors of the wind."

It still seems a bit ridiculous to her, but so do a lot of other things. She copes with the absurdity through a never-ending stream of patter, hitting her opponents with put-downs and insults long before she starts smacking them with heat blasts and stun bolts. Much like Le Charme, she doesn't wear a costume, but she does go out looking for petty crimes that she can do something about, or people who need help. When working with the other Ultra Girls, Riverwind usually employs her wit to undercut the somewhat pretentious behavior of her teammates, but will unhestitatingly back them up against anyone else in the world and beyond. They have become her family and community, replacing that which she had to leave behind. (Truthfully, she feels a bit guilty about having done so, but thinks that going back now, after nearly a decade, would just make matters worse.)

Riverwind -- PL 8

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

Powers:
Polychromatic Aura:
Array (18 points)
  • Red Aura/Heat Blast: Ranged Damage 9 - 18 points
  • Orange Aura/Tractor Beam: Move Object 9 - 1 point
  • Yellow Aura/Blinding Light: Ranged Cumulative Affliction 9 (Resisted by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to One Sense - 1 point
  • Green Aura/Grapple Beam: Ranged Affliction 9 (Resisted by Dodge, Overcome by Damage; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree - 1 point
  • Blue Aura/Stun Bolt: Ranged Cumulative Affliction 6 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 1 point
  • Violet Aura/Antipsi: Nullify Psychic Powers 9, Broad - 1 point
Translucent Aura: Linked Flight 7 (250 MPH) and Sustained Immunity 10 (life support) and Sustained Protection 8 - 32 points

Power Stunt:
"Indigo" Aura/Healing Ray: Ranged Healing 6

Advantages:
All-out Attack, Languages 2 (French, Lakota, others), Power Attack, Taunt, Teamwork

Skills:
Acrobatics 5 (+8), Deception 5 (+8), Expertise: Survival 4 (+6), Investigation 6 (+7), Perception 6 (+8), Ranged Combat: Aura 4 (+7).

Offense:
Initiative
Unarmed +3 (Close Damage 0)
Heat Blast +7 (Ranged Damage 9)
Blinding Light +7 (Ranged Fortitude 9)
Grapple Beam +7 (Ranged Affliction 9, Resisted by Dodge)
Stun Bolt +7 (Ranged Fortitude 6)

Defense:
Dodge 6, Parry 5, Fortitude 5, Toughness 10/2, Will 5

Totals:
Abilities 34 + Powers 55 + Advantages 5 + Skills 15 + Defenses 11 = 120 points

Complications:
Thrills--Motivation. Utter Smart-Ass.

Author's Note: Power stunt suggested by Voltron64.
Last edited by Davies on Mon Oct 26, 2020 10:10 pm, edited 2 times 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: Tue Jun 02, 2020 11:22 pm
Indigenous American superheroes are somber, spiritual people, who mourn the environmental destruction of the planet. Someone forgot to tell this to Kellysue Amiotte, a wise-cracking smartass who's entirely focused on the here and now, and who responds to the sight of litter by slamming it into the nearest trashcan with a wry comment, instead of wasting her time crying.

Also far more likely to do this as well.
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

And now a survey of the other planets of Earth's solar system, and the residents therof.

Mercury
Image

Despite the surprises that had been discovered on Mars and Venus, the scientists of the National Aeronautics and Space Administration felt fairly confident in their expectation that there could be no life on the innermost planet of Earth's solar system. Their observations predicted that it was too small and too hot to retain an atmosphere, and expected it to be a giant version of Earth's moon. When the Mariner 10 space probe was finally able to make its first flyby of the planet at the end of March, 1974, they eagerly prepared to study the data it transmitted.

They were quickly surprised to learn that Mercury does in fact have a hydrogen atmosphere ... and that, of the surface that the probe was able to record, roughly two-thirds was covered by what appeared to be photo-voltaic modules -- solar panels, to use the colloquial term. Months later, at the start of the probe's second fly-by, it was intercepted by what appeared to be machines launched from the planet, which interrupted its broadcast before any additional data could be transmitted. Clearly, just like Earth, Mars and Venus, Mercury was inhabited, and as with Mars, its residents were capable of space travel.

The Mariner 11 and 12 space probes, briefly considered for use on a mission to explore the outer solar system, were remodeled to facilitate attempts to communicate with the residents of Mercury. Unfortunately, while they succeeded in broadcasting greetings from Earth before they were captured and shut down, as well as carrying physical media that were intended to communicate peaceful intentions, there was no attempt at a response. A climate of mild paranoia grew in the scientific community regarding the Mercurians' intentions, which seemed decidedly less-than-peaceful.

In 1977, a year after the capture of Mariner 12, a group of vessels launched from Mercury and travelled, at speeds vastly greater than any Terrestrial ship could match, to Earth. They landed in the Hawaiian archipelago, some on the islands and some in the ocean. Their initial configuration of these vehicles resembled high-performance aircraft, but they soon reconfigured into bipedal, semi-humanoid forms. Five of the aliens then joined forces to hunt down and destroy two others, who responded in kind. With one exception, all attempts by humans to communicate with the operators of these craft were completely ignored. The singular exception involved the use of traffic lights to communicate through Morse code, which was answered by a brief series of matching signals before the responding vessel was destroyed.

Three of the vehicles were in smoking ruins, as was much of downtown Honolulu, by the time that the battle was over, at which point the four survivors promptly reconfigured into aircraft and departed the area and the planet. The entire affair took less than four hours. The remains of the vehicles were quickly taken into custody by the United States Navy, and examined to see what could be learned of these strange intruders. The most significant fact leaked fairly quickly, despite an attempt to keep it top secret -- no biological material was found inside any of the vehicles. They had either been remotely operated over an interplanetary distance ... or were autonomous robots.

The Hawaii episode saw a number of sequels over the next four years, with similar events occurring in Alaska (1978) and Washington (1980) -- the latter of which saw the involvement of former Institute member Basilea -- and two separate incidents in Japan. In the second Japanese battle, one of the duelling robots was captured by local superheroes before it could be destroyed, and was abandoned by the others. Communication was established after the captured, partially dismantled robot was shown footage of Basilea's battle against the robots who'd been fighting in the Mount St. Helens area.

They refer to the planet Mercury under a name which can be roughly translated as Ectotronia. Their populace lives below the surface of the planet, with that surface largely reserved for energy production. Organized into dozens of factions that function something like national allegiances and something like labor unions, the Ectotronians have been in a state of constant cold war that frequently flare up into hot conflicts for centuries, if not longer. When asked to explain the reasons for the conflict, the prisoner, dubbed Mach Sixty as a translation of their official designation, was apparently unable to understand the question.

It does not appear to have been prompted by a need for resources, as the Ectotronians exist in what could be considered a post-scarcity society, which suggests that the conflict is ideological in nature. But all attempts to understand the various ideologies of their factions have floundered on a lack of knowledge concerning the history and philosophy of these entities, which they are not, by and large, interested in discussing. None of the factions are hostile towards humanity, as such, but the general consensus of the Ectotronian opinion of organic life is that it is utterly irrelevant, or not actually 'life' by their definition.

The groups of Ectotronians who have visited Earth in the past have been of two types -- outlaws fleeing the planet after being expelled from one of the factions, and vigilantes pursuing them in response. As leaving Ectotronia, and being separated from the planet's energy network, was viewed as a sufficient punishment for any crime, only fanatics attempted to press the issue and destroy the outlaws before they inevitably ran out of energy. Mach Sixty was candid about their outlaw status, but was unable (or unwilling) to explain the reasons they had become an outlaw.

The Ectotronians continued this practice throughout the decade that followed, only stopping in 1989 after the Joint Special Operations Taskforce discovered that the Pythonian Insurgency had somehow managed to form an alliance with the faction sponsoring one such group of vigilantes. JSOT, with the assitance of a visiting Technate starship, managed to alert the other Ectotronians to this moral transgression, causing every other faction to unite against that faction out of disgust. In the aftermath, the Ectotronians established a mutual treaty prohibiting the pursuit of outlaws, as well as apparently liberalizing the offenses for which outlawry could be imposed.

While outlaws are still exiled from Ectotronia, and some still come to Earth, they generally quickly go dormant or, much more rarely, make arrangements with Terran organizations to supply them with energy in exchange for their assistance. The best known group of such Ectotronians are associated with the Japanese Air Self Defense Force's 10th Air Wing, and frequently deploy as backup to anti-kaiju operations. The stats below represent one such individual.

Image
Ectotronian Jetwing -- PL 8 / MR 13

Abilities:
STR
10 | STA -- | AGL 2 | DEX 2 | FGT 6 | INT 4 | AWE 2 | PRE 0

Powers:
Autoblaster: Ranged Multiattack Damage 9 - 27 points
Cockpit: Feature (can carry one passenger, two if they don't mind getting very comfy) - 1 point
Jets: Flight 12 (8000 MPH); Movement 1 (space travel 1) - 26 points
Robot In Disguise: Immunity 30 (Fortitude effects); Impervious Protection 6; Morph 1 (fighter jet) - 47 points
Sensors & Communications: Radio Communication 3; Senses 8 (accurate extended 2 radio, darkvision, direction sense) - 20 points
Size-shifting: Growth 4, Permanent; Enhanced Growth 4, No Strength or Protection - 10 points

Advantages:
Accurate Attack, Assessment, Eidetic Memory, Power Attack, Precise Attack (Ranged, Cover)

Skills:
Insight 4 (+6), Intimidation 8 (+12/+10), Perception 5 (+7), Ranged Combat: Autoblaster 5 (+7), Technology 4 (+8)

Offense:
Initiative +2
Unarmed +6 (Close Damage 10)
Autoblaster +7 (Ranged Multiattack Damage 9)

Defense:
Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will 5.

Totals:
Abilities 34 + Powers 131 + Advantages 5 + Skills 14 + Defenses 11 = 195 points

Complications:
Factional Loyalty--Motivation. Weakness (must consume large quantities of processed fuel or cease to function).
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Venus
Image

The first Terrestrial attempt to explore Venus, the Soviet Union's first Venera probe, was an unfortunate failure due to loss of radio contact before its approach to the planet. A few months later, however, the American superhero Captain Mystic claimed to have visited Venus while foiling a scheme by his nemesis, Dr. Ranivorus, and described it as resembling pulp fiction depictions of the planet almost exactly -- a world of swamps fed by rivers originating in a series of shallow seas, inhabited by reptilian humanoids and creatures resembling dinosaurs. The Captain's account was politely ignored by the scientific community, as he could offer very little proof of anything he described.

So it was a considerable shock when subsequent Mariner and Venera space probes confirmed that account as more or less accurate. While the planet possesses somewhat greater variety in its ecosystems than Captain Mystic had suggested, with temperate plains near the northern and southern poles and arid wastelands in its equatorial regions, the region he had visited matched his descriptions almost exactly. The early 1970s saw extensive discussion about the prospect of sending a manned mission to Venus, though this would flounder in the economic and political difficulties of the next two decades.

Ironically, a second major superhuman visit to Venus would occur in 1974, during what would be the last major operation conducted by the Institute. Through a series of investigations, Basilea discovered the existence of an interstellar space ark orbiting Earth's moon, containing several hundred members of an amphibious species known as the Gurrepp, with tens of thousands more in suspended animation. They had fled the destruction of their homeworld centuries earlier, and arrived in the Solar system two decades earlier. (It is believed that encounters between Gurrepp surveillance craft and humans may have inspired the popular concept of the "grey" aliens.)

The members of the Institute persuaded the Gurrepp to settle their people on Venus, and accidentally convinced them to abandon most of their technology in the process. (Most notably, their ark was left in Lunar orbit, until it was claimed by the Powerhouse and rebuilt into the Argo.) The Gurrepp have occasionally warred with some groups of the reptilian natives of Venus -- known as the Erukse in their own language -- but have also engaged in peaceful trade with other groups. The current generation of their people largely regret the decision to abandon their technology, and some are attempting to reconstruct it, with most of their successes coming in the area of medical practice.

This has been fortunate for both themselves and the Erukse, as a third intelligent life form has recently made itself known to them -- a fungal intelligence that infests and takes over other forms of life, using them to spread the fungus to other hosts. The Gurrepp name for the fungus is "psilofyr", and it does not appear to have a name for itself beyond 'we' and 'us'. Believed to have spread from a meteorite that crashed on Venus in 1991, the psilofyr spread until it claimed nearly a third of all Gurrepp and half of the Erukse.

Before it could go any further, one of the Gurrepp's most able doctors was able to develop a treatment that ended psilofyr domination of a life form. If administered early enough, this treatment even allows a victim of the infestation to recover and lead a relatively normal life, though the majority of victims remain in a vegetative state for the rest of their lives even after the fungus is expelled from the body. The threat of having this chemical used in a weaponized form against them has kept the psilofyr within the borders of territory that they have already claimed.

Thus, Venus exists in an uncomfortable and precarious situation, which will likely collapse into major conflict if an additional factor ever enters it -- such as the arrival of visitors from Earth.

Erukse Warrior -- PL 8 / MR 9
Image

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

Powers:
Aquatic: Movement 2 (environmental adaptation [aquatic], slithering); Swimming 6 (30 MPH) - 10 points
Heat Sense: Senses 1 (infravision) - 1 point
Regrowth: Regeneration 2 - 2 points
Rending Teeth: Strength-based Damage 2, Improved Critical - 3 points
Scales: Protection 2, Impervious Toughness 6 - 10 points

Advantages:
Chokehold, Evasion, Hide in Plain Sight, Improved Grab, Improved Hold, Improved Initiative, Tracking

Skills:
Athletics 6 (+14), Expertise: Survival 10 (+11), Intimidation 12 (+12), Perception 9 (+11), Stealth 9 (+13)

Offense:
Initiative +8
Unarmed +6 (Close Damage 8)
Rending Teeth +6 (Close Damage 10, Crit 19-20)

Defense:
Dodge 7, Parry 8, Fortitude 9, Toughness 8, Will 5

Totals:
Abilities 60 + Powers 26 + Advantages 7 + Skills 23 + Defenses 11 = 127 points

Complications:
Survival--Motivation. Temper. Others As Needed.

* Individuals can have STR or STA up to 4 ranks higher.

Gurrrep Hunter -- PL 8 / MR 8
Image

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

Powers:
Amphibious: Immunity 1 (drowning) - 1 point
Keen Senses: Senses 2 (acute olfactory; low-light vision) - 2 points
Very Mobile: Enhanced Advantage 2 (Improved Initiative 2); Leaping 3 (60 feet); Movement 2 (sure-footed; wall-crawling); Speed 4 (30 MPH) - 13 points

Advantages:
Agile Feint, Defensive Roll, Evasion 2, Equipment*, Grabbing Finesse, Improved Defense, Improved Initiative 2, Move-by Action, Teamwork

Equipment:
Spear (Strength-based Damage 3, Improved Critical), Knife (Strength-based Damage 1)

Skills:
Acrobatics 6 (+12), Close Combat: Spear 4 (+10), Expertise: Survival 8 (+10), Insight 8 (+10), Perception 9 (+11), Sleight of Hand 8 (+12), Stealth 7 (+13), Treatment 8 (+10).

Offense:
Initiative +14
Unarmed +6 (Close Damage -1)
Knife +6 (Close Damage 0)
Spear +10 (Close Damage 2, Crit 19-20)

Defense:
Dodge 11, Parry 9, Fortitude 6, Toughness 5, Will 7

Totals:
Abilities 44 + Powers 16 + Advantages 9 + Skills 27 + Defense 16 = 112 points

Complications:
Survival--Motivation. Weakness (drying out).

* Some individuals may have up to 4 ranks of Equipment, and carry weapons such as a Meta-Taser (Ranged Affliction 5, Resisted by Fortitude). They will also have Ranged Combat skills to use such gear.

Psilofyr -- PL n/a

Any creature who is not Immune to Fortitude effects can become a host to psilofyr. There is no resistance check. Add Immunity 20 (mental effects) and Mental Communication 1, Limited to other psilofyr hosts to the victim's traits; Motivation becomes Expansion.
Last edited by Davies on Mon Aug 03, 2020 12:11 pm, edited 1 time in total.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Mars
Image

"No one would have believed in the last years of the nineteenth century that this world was being watched keenly and closely by intelligences greater than man’s and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinised and studied, perhaps almost as narrowly as a man with a microscope might scrutinise the transient creatures that swarm and multiply in a drop of water." So begins a famous novel, first serialized in 1897. Ironically, its author had himself engaged in just the sort of speculation he claimed "no one" did, as had a few other writers. But what no one, or at least vanishingly few of the novel's readers, would have believed was that the idea of Martian life was being seriously considered by some members of the British scientific community, some of whom counted H.G. Wells among their associates.

The first shell landed not too far from where Wells' novel put it coming down, and amateur scientists did quickly discover that it was an artificial cylinder. Before large crowds could gather to take in the sight, the cylinder was taken into custody by agents of the government. Eventually, they managed to get it open and discovered that it contained ... absolutely nothing. The hollow shell was clearly evidence that it was the creation of an intelligence, but gave no clues beyond that as to the nature or intentions of its manufacturers. Wells, listening in on discussions, eventually wrote a speculation about what might have happened if the shell had contained travelers from Mars, and what those travelers might be like. He didn't get anything right, of course.

Over the next few decades, as this sort of speculation became more and more common, the Martians continued to launch their shells. Most of them went in the oceans; a few made landfall, only to be snatched up and studied. There seemed to be no point to it. Not even Wells himself took the next step in his speculations, in wondering whether the beings so carefully studying Earth might be studying how humanity responded to the idea that they were not alone in the cosmos. Or perhaps that they were creating a false expectation about how they would come, when they finally did.

In 1962, Mars attacked. Specifically, a flying machine -- vaguely resembling a flying saucer, and definitely demonstrating greater maneuverability than a cannon-launched cylinder -- came down near Duryea, Pennsylvania, and discharged twenty-four Martian soldiers, who proceeded to attack the residents of the town. Two hundred and seventeen people died before the superhero Meteor, in his own flying ship, arrived to launch a counterattack that resulted in the deaths of eight Martians and the retreat of the remainder. Meteor chose to forego pursuit in order to assist in rescue efforts, saving many lives in the process.

The episode, Earth's first true war of the worlds, would be repeated at least once a year over the next three decades, with the Martians assaulting various locations. There was neither rhyme nor reason to their attacks -- they did not target strategically significant locations, and invariably withdrew in the face of any real opposition. Of course, superheroes were by no means ubiquitous, and so it sometimes happened that the Martians were faced with no real opposition. When this happened, the much larger Martian commanders would emerge from their vessels and conduct what seemed to be surveys of the area. Just what they were looking for was not clear, nor have subsequent encounters clarified it.

The question of why Stardust didn't subject the Martians to the same sort of horrific punishments he routinely inflicted on human criminals was actually asked during the first meeting of the Institute. He simply answered, "I do." Further inquiries on the subject were utterly ignored. It would later become apparent that he did, in fact, respond to certain Martian raids, those not interrupted by other superheroes, by utterly annihilating their perpetrators as they returned to Mars ... but that he did nothing to Martians on Mars itself, and, as usual, never tried to prevent the Martian attacks.

As superheroes began to enter retirement, the responsibility for answering the Martian raids increasingly fell on organizations such as the American Joint Special Operations Taskforce, and comparable groups active in other nations. They regarded this task with considerable frustration, as it distracted from their ongoing fight with the Pythonian Insurgency, which they took for granted could never form an alliance with the Martians. The discovery that the Pythons had formed just such an alliance with a group of Ectotronians shook that assumption up, and resulted in some extensive investigations. Sure enough, some of the technology employed by the Pythons during their attack on North Korea seemed to be of Martian manufacture.

Thus, in 1992, nearly thirty years to the day after the Duryea attack, a select group of JSOT personnel, accompanied by troops from the United Kingdom, Australia, Canada and Japan, as well as the second Captain Mystic, launched an assault on Mars itself, specifically on structures discovered in the Cydonia region. Employing advanced and experimental weaponry, they inflicted more damage on the Martian war machine than even the most optimistic projections had anticipated, and suffered stunningly few casualties.

However, they also discovered some disturbing facts. First, the attacks on Earth had not all come from this area, which was only one of perhaps a dozen nations controlled by the so-called Martians. Secondly, the creatures that they were fighting were not, in fact, native to Mars, and were themselves fighting against an insurgency of beings who apparently were. (The invasion force managed to establish an informal alliance with one group of these freedom fighters, whose name for themselves was the Aqueroddi.) And finally, the so-called Martians had not only allied with the Pythons, they had given them a connection to an interstellar criminal organization active in the Technate, and were planning to evacuate the Pythons' remaining leadership off Earth.

This was ultimately prevented, but the consequences included Captain Mystic's apparently permanent departure from Earth to travel to the Technate, as well as the ultimate dissolution of JSOT after its leadership sought to expand their operations to handle such interstellar threats, and to offer further support to the Aqueroddi. This in turn would lead to the formation of Argus, and all that has come from that. At that particular moment, however, humanity had managed to convince the 'Martians' that sending raids against Earth was no longer in their interest, and it has been nearly thirty years since the last one.

That may, however, be an eyeblink in the viewpoint of beings with intellects greater than man, and yet as mortal ...

Martian Soldiers -- PL 7 / MR 5
Image

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

Powers:
Exosuit: Immunity 10 (life support); Impervious Protection 6; Leaping 4 (250 feet); Removable (-5 points) - 21 points
Short: Permanent Shrinking 4, Innate - 9 points

Advantages:
Equipment 6.

Equipment:
Blaster Pistol (Ranged Damage 5, Accurate), Blaster Rifle (Ranged Damage 8)

Skills:
Athletics 4 (+4), Close Combat: Unarmed 2 (+5), Expertise: Military 4 (+4), Intimidation 4 (+2), Perception 4 (+3), Ranged Combat: Guns 4 (+5), Stealth 0 (+5).

Offense:
Initiative +1
Unarmed +5 (Close Damage 0)
Blaster Pistol +8 (Ranged Damage 5)
Blaster Rifle +6 (Ranged Damage 8)

Defense:
Dodge 6, Parry 6, Fortitude 5, Toughness 7/1, Will 4.

Totals:
Abilities 14 + Powers 30 + Advantages 6 + Skills 11 + Defenses 14 = 75 points

Complications:
Destruction--Motivation. Subject to Orders. Weakness (becomes drunk in Earth-like atmospheres).

Martian Masterminds -- PL 9
Image

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

Powers:
Death Ray Gun: Ranged Damage 9, Accurate 3; Easily Removable (-8 points) - 13 points
Exosuit: Permanent Growth 8; Immunity 10 (life support); Protection 3, Impervious 7; Speed 4 (30 MPH); Removable (-8 points) - 32 points
Telepathic Commander: Selective Area Communication 3 - 18 points

Advantages:
Eidetic Memory, Language 1 (any one Earth language).

Skills:
Expertise: Science 8 (+14), Intimidation 8 (+12), Perception 8 (+13), Technology 8 (+14), Vehicles 8 (+11).

Offense:
Initiative +1
Unarmed +4 (Close Damage 8/0)
Death Ray Gun +9 (Ranged Damage 9)

Defense:
Dodge 6, Parry 7, Fortitude 8/0, Toughness 9/-2, Will 10

Totals:
Abilities 34 + Powers 63 + Advantages 2 + Skills 20 + Defense 21 = 140 points

Complications:
Power--Motivation. Weakness (dies in Earth atmosphere). Others as Needed.

Aqueroddi Freedom Fighter -- PL 8 / MR 8
Image

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

Powers:
Massive: Enhanced Strength 1, Limited to Lifting; Impervious Toughness 4 - 5 points
Multi-Armed: Extra Limbs 3 - 3 points

Advantages:
All-out Attack, Chokehold, Diehard, Equipment 4, Fast Grab, Fearless, Improved Aim, Improved Grab, Power Attack, Startle, Takedown.

Equipment:
Body Armor (Protection 3), Rifle (Ranged Damage 5, Accurate, Extended Range 3, Improved Critical), Long knife (Strength-based Damage 2, Improved Critical)

Skills:
Athletics 4 (+9), Close Combat: Knife 4 (+9), Expertise: Military 6 (+7), Intimidation 8 (+9), Perception 6 (+8), Ranged Combat: Rifle 4 (+9), Stealth 6 (+8), Technology 6 (+7).

Offense:
Initiative +2
Rifle +11 (Ranged Damage 5, Crit 19-20)
Long Knife +9 (Close Damage 7, Crit 19-20)

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

Totals:
Abilities 50 + Powers 8 + Advantages 13 + Skills 22 + Defenses 16 = 109 points

Complications:
Freedom--Motivation. Weakness
(becomes drunk in Earth atmosphere). Others as Needed.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

The Asteroid Belt
Image
Ceres
Image
Pallas

There are three major things to remember about the asteroid belt. First of all, they are not the remnants of a planet that exploded sometime in prehistory. If you managed to combine all of the main belt asteroids into a single solid body, you would still have something significantly smaller than a planet is supposed to be. Secondly, they are not an impediment to navigation. The robotic space vehicles that humanity has sent out this way have all passed through the region without incident, and any extraterrestrial craft worthy of the title has sufficiently good sensors to detect, and maneuvering thrusters capable of getting out of the way of, an asteroid's orbit. And lastly, they're kind of boring.

There are two exceptions to that last one.

Pallas, the second asteroid to be discovered, is also the only chunk of this particular set of real estate to be inhabited by former residents of the planet Earth. In the late 1970s, a group of extremely wealthy American and Australian citizens found themselves increasingly disgusted by what they viewed as the conciliatory attitude their governments were taking towards the Communist powers. (Which here could be read as 'were not engaged in constant warfare with them'.) The election of Jimmy Carter, in 1980, proved to the be the last straw. Enthusiasts for the work of Ayn Rand, they decided to follow the example given in Atlas Shrugged and drop out of the capitalist system, which they expected to collapse without their presence. However, it seemed unlikely that they could manage this anywhere on the surface of the Earth, and so they explored other options.

The one that they chose involved the rescue (read 'jail-breaking') of the notorious Dr. Ranivorous, who'd developed interplanetary spacecraft for his private use in the late 1950s. Intrigued by their proposal, and very bored following the retirement of Captain Mystic, he agreed to transport them to an asteroid which would then be reconstructed into their utopia through robot labor. Sixty of them departed Earth forever on New Year's Day of 1981, arriving at Pallas in 1982, on the date when they received the report of Carter's assassination. This was viewed as the best of all possible omens, not that any of these very rational people admitted to believing in omens. The asteroid was ready for human inhabitation within a Terran year.

Four decades later, there are about thirty people still clinging to life in Pallas' caves of steel. Evenly divided between survivors of the original inhabitants, given longevity treatments devised by Ranivorous, and the single generation of their offspring they managed to produce, they are engaged in what could be called a war of all against all. Each of them is firmly convinced that every other individual on the station is a collectivist, and must die for their own personal survival. The various technological wonders developed by Ranivorous are employed as weapons in this never-ending conflict. Ironically, the 'wickedest man in the world' never took his own longevity treatment, and died peacefully in his bed in 1984. None of the other residents of Pallas understood why he wanted the words "Après moi, le déluge" enscribed on his memorial.

Meanwhile, Ceres has also been converted into a space station, but not by any Terrestrial agency. After the third visit of the Technate Space Vessel Adventure to the solar system in 1993, the Technate Space Agency's Intelligence Bureau worked with the civilian Cosmic Intelligence Agency to begin a project to turn the asteroid into a refueling station and listening post, intended to monitor Earth for potential membership in the Technate. This took about eleven years, with the work interrupted by Cerebron's bombardment of the site prior to his attack on Earth.

Home to about two hundred sentient beings, Station X-11 (its official designation) is regarded as a very dull assignment by TSA standards, with the very rare visits of Technate vessels providing moments of excitement and the even rarer visits of Terran superhumans corresponding moments of terror. Most of its personnel share the general opinion, very common in the Technate, that individuals possessing innate, non-technological powers are dangers to themselves and others. Conscious of this, the Powerhouse usually sends El Dorado and Minuteman as their envoys when they need to communicate with Technate representatives.

Their counterpart on the station is Commander Spica Arakete, an Albadine citizen of the Technate capital of Muraddin, who doesn't share most of the typical prejudice owing to her own telepathic abilities. (Mystics still creep her out.) One of the highest-ranking Albadine in the service, she does not advertise these abilities, but they are known to her commanding officer, who has no compunctions about ordering their use in appropriate situations. Spica finds Earth and its residents to be fascinating, but in a 'nice place to read about' sort of way; she has never and probably will never been permitted to set foot on the planet. In addition to her occasional meetings with members of the Powerhouse, she is in contact with Argus' Director of Extraterrestrial Contact, though they've never met face to face.

The denizens of Pallas are utterly unaware of Ceres' inhabitants. The reverse is not true, but the Technate maintains a non-interference policy that comes to them. It is known, however, that this policy will end if any Palladian ever manages to escape from the asteroid, as there are plans to take such an individual into custody and provide them with whatever humanitarian aid is necessary. Hopefully, this will not involve too much in the way of psychological reconditioning, as X-11 does not really have the facilities for that ...

Commander Spica Arakete -- PL 6
Image

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

Powers:
Telepathy: Comprehend Languages 3; Mental Communication 2; Mind Reading 6 - 32 points

Advantages:
Equipment 4

Equipment:
Protective Uniform (Protection 4, Subtle), Stunbeam Projector (Ranged Cumulative Affliction 5 [Resisted by Fortitude; Dazed, Stunned, Incapacitated])

Skills:
Athletics 2 (+3), Expertise: Galactic 4 (+6), Expertise: Science 1 (+3), Insight 3 (+5), Perception 3 (+5), Persuasion 2 (+3), Ranged Combat: Stunbeam 3 (+6), Technology 2 (+4), Vehicles 2 (+5)

Offense:
Initiative +1
Stunbeam Projector +6 (Ranged Fortitude 5)
Unarmed +3 (Close, Damage 1)

Defense:
Dodge 5, Parry 5, Fortitude 5, Toughness 5/1, Will 7

Totals:
Abilities 28 + Powers 32 + Advantages 4 + Skills 11 + Defenses 15 = 90 points

Complications:
Discovery--Motivation. Fear (mystics). Prejudice (psychic powers). Reluctant Combatant.

Note: Spica's abilities, minus her Telepathy and high Will defense, are fairly typical of a Technate Spacy base officer. Many will have higher Expertise: Science and Technology ranks.
Last edited by Davies on Mon Aug 03, 2020 12:12 pm, edited 2 times in total.
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Re: A World Less Magical But No Less Fantastic

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Davies wrote: Thu Jun 04, 2020 9:19 pm The denizens of Pallas are utterly unaware of Ceres' inhabitants. The reverse is not true, but the Technate maintains a non-interference policy that comes to them. It is known, however, that this policy will end if any Palladian ever manages to escape from the asteroid, as there are plans to take such an individual into custody and provide them with whatever humanitarian aid is necessary. Hopefully, this will not involve too much in the way of psychological reconditioning, as X-11 does not really have the facilities for that ...
Is shipping them back to Earth an option? Probably not the best idea, but possibly not the worst either.

I admit the survivors (particularly the older generation) upon coming to Earth and seeing how the world went on perfectly fine without them (if not maybe better) are gonna be split either between catatonia or just flat-out turning to supervillainy.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Voltron64 wrote: Thu Jun 04, 2020 10:10 pm Is shipping them back to Earth an option? Probably not the best idea, but possibly not the worst either.
It's an option, but the TSA officers would probably view it more negatively than you do. Repatriating people who've left their home planet is very much not what they're about.

Also, all the Palladians are firmly convinced that Earth is a burnt-out cinder, and correcting this would take a fair amount of psychiatry.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Jupiter
Image

By the time that Pioneer 11 made its close approach to the largest planet in the Solar system, Mercury had joined Mars and Venus on the list of inhabited planets, and no one was prepared to say that Jupiter would not also support life of some sort. Wild speculation about what form that life might take was made, and whether or not they'd object to the probe, as the Martians and the Mercurians both had. When the probe made its way out of the Jovian system at the start of 1975 without any such incident, NASA's scientists let out a collective sigh of relief ... until someone pointed out that they hadn't gotten nearly close enough to get a real answer to the question.

Not for two more decades would a probe come that close, and economic and political compromises foiled attempts to include a visual recorder in Galileo's entry probe. At the very least, however, the mission definitely confirmed that there was no sign of any artificial construction inside the planet's atmosphere, suggesting that the Jovians, if they existed, were not a technological species. ("Not an intelligent species" was the phrase used, but the author of the report later apologized.)

First contact would finally come some twenty years later, when the Powerhouse traveled to Jupiter in a borrowed space cruiser to intercept Cerebron's assault on the planet. Annoyingly, the android himself had already departed by the time that they arrived, but some of his devices remained active in the atmosphere. While disabling one of them, Paragon discovered that he was being observed, and became the first resident of Earth to encounter the beings dubbed 'the flumphs'.

Two things were immediately apparent. The flumphs seemed unsurprised by the sight of a humanoid, despite never having encountered one before. This was explained by the fact that every member of their species can engage in telepathic communication with every other member, even over interstellar distances, and other flumphs had encountered humanoids in the past. The flumphs of Jupiter had only arrived on the planet some five hundred years before, through a teleportation accident that may or may not have caused the start of the storm known as the Great Red Spot.

Regardless of that, their unexpected familiarity with humanoid life caused them to regard the new visitors to their world as simply a not-terribly-interesting phemonemon. However, they were perfectly willing to engage the members of the Powerhouse in polite conversation. It came out that they had been completely unaware of Cerebron's attack until it was over, as none of them had been in the area which it affected. They did ask for clarification about the nature of the situation, now that someone was able to provide it ... and that led to the next major discovery concerning the flumph, and the most troubling for Earth's defenders.

The Powerhouse described Cerebron's attacks on Earth, Mars, Mercury and Anacreon, as well as providing information about other assaults that had been described to them. The mental voices of the assembled flumphs fell silent for a moment, before they spoke as one. "This is monstrous," they declared. Before any response could be made, one of them provided Basilea, as the Powerhouse's resident telepath, with a psychic program that would apparently allow her to contact them when next the group confronted Cerebron. They intend to join the fight against him, and will use their somewhat unreliable teleportation abilities to do so.

While these extraordinarily powerful telepaths may be of great use in such a battle, so far, the Powerhouse has refrained from calling upon them, as it seems likely that the flumph casualties will be very high. This is not a road they want to go down ... but the time may well come when there is no other option.

Flumphs -- PL 11
Image

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

Powers:
Basic Telepathy: Comprehend Languages 3; Mental Communication 2; Enhanced Mental Communication 3, Limited to flumphs - 29 points
Floating: Flight 4 (30 MPH); Immunity 10 (wind effects) - 18 points
Telepathic Defenses: Impervious Will 11 - 11 points
Telepathic Faculties: Array (33 points)
  • Telepathic Deception: Illusion 11 (all senses), Limited to One Subject, Resistable (Will) - 33 point
  • Telepathic Probe: Cumulative Mind Reading 11 - 1 point
  • Telepathic Reception: Remote Sensing 11 (all senses), Feedback, Medium (living mind), Resistable (Will) - 1 point
Telepathic Senses: Senses 6 (accurate extended 3 mental awareness) - 6 points
Tendrils: Extra Arms 8 - 8 points
Unusual Physiology: Immunity 8 (aging, cold, heat, high pressure, radiation, starvation & thirst, suffocation) - 8 points

Advantages:
Defensive Roll 2, Evasion, Fascinate (Persuasion), Fearless 2, Improved Defense, Improved Grab, Uncanny Dodge.

Skills:
Expertise: Galactic 10 (+13), Insight 8 (+14), Perception 8 (+14), Persuasion 10 (+12), Stealth 10 (+12).

Offense:
Initiative +2
Unarmed +0 (Close Damage -2)

Defense:
Dodge 11, Parry 9, Fortitude 5, Toughness 5/0, Will 13

Totals:
Abilities 24 + Powers 105 + Advantages 8 + Skills 23 + Defenses 30 = 190 points

Complications:
Peace--Motivation. Adapted to High Gravity. Non-Technical (cannot make Technology or Vehicles checks). Utter Opposition to the "Monstrous".
Last edited by Davies on Mon Aug 03, 2020 12:13 pm, edited 1 time in total.
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Re: A World Less Magical But No Less Fantastic

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Davies wrote: Fri Jun 05, 2020 7:43 am While these extraordinarily powerful telepaths may be of great use in such a battle, so far, the Power League has refrained from calling upon them, as it seems likely that the flumph casualties will be very high.
Going by their Power Level...I suspect that might not actually be the case.
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Re: A World Less Magical But No Less Fantastic

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Voltron64 wrote: Fri Jun 05, 2020 3:42 pm
Davies wrote: Fri Jun 05, 2020 7:43 am While these extraordinarily powerful telepaths may be of great use in such a battle, so far, the Power League has refrained from calling upon them, as it seems likely that the flumph casualties will be very high.
Going by their Power Level...I suspect that might not actually be the case.
They're a fragile PL 8 in terms of physical defense, though.
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Re: A World Less Magical But No Less Fantastic

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Davies wrote: Fri Jun 05, 2020 7:34 pm
Voltron64 wrote: Fri Jun 05, 2020 3:42 pm
Davies wrote: Fri Jun 05, 2020 7:43 am While these extraordinarily powerful telepaths may be of great use in such a battle, so far, the Power League has refrained from calling upon them, as it seems likely that the flumph casualties will be very high.
Going by their Power Level...I suspect that might not actually be the case.
They're a fragile PL 8 in terms of physical defense, though.
Well, I’d be a merciful GM. :mrgreen:
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Re: A World Less Magical But No Less Fantastic

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Saturn
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Titan
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As of 2020, there is no indication that there are any lifeforms resident in the second-largest planet of the Solar system, but Earth's scientists have learned better than to make any assumptions about that subject. The Cassini-Huygens mission of 2004, however, discovered signs of civilization on Saturn's largest moon, in the form of a quite literal rose-red city half as old as time. The Huygens probe was not able to discern any life forms residing in the ruined city (informally dubbed Petrapolis) and most of those familiar with the secret history of Earth believe that it must be a settlement of the Olympians.

That particular belief dramatically underestimates the city's antiquity. It was actually constructed as an outpost of the Titans, hundreds of thousands of years before the Olympians overthrew them. The moon named for the Titans was the site of some of the bloodiest battles of their war, and much of the ruin date from this time. In the aftermath, the Olympians removed the local capital of the Solar system to the moon now called Ganymede. Ironically, there no ruins to be found there, as a certain individual has very carefully destroyed any evidence that any ever existed. This individual is also the only current resident of Petrapolis, though he usually spent more time in his other residences until recently.

His name could be represented as Prometheus. Like all of the Titans who ... conciliated the Olympian conquerors, his body was reshaped from its original, decidedly non-humanoid form into something more acceptable to their aesthetic. Thus, he could be mistaken for a rather tall human at a distance, but at close range the decidedly metallic tint of his skin and differences in facial structures would make his alien nature more apparent. In so far as he knows, he is the only Titan active in this region of the galaxy, and, despite his vocal disgust for the Olympians and their works, he has made no effort to free any of his imprisoned brethren. (Hypocrisy might be a Greek word, but it's not a Greek invention.)

But make no mistake, he truly and utterly hates the memory of the Olympians. At one point, he did something that should have helped them (and incidentally humanity) and was rewarded for it by an eternity of punishment. He probably wasn't literally chained to a rock where an eagle ate his liver each day, or imprisoned beneath a serpent that dripped venom in his eyes, but whatever it actually was, it scarred him emotionally and mentally, even if his perfect body no longer bears any marks of his torment. If he did not bring about the downfall of the Olympians, it was not for lack of a desire to do so.

Unfortunately, with the villains (as he sees it) shooed off the stage, the rest of the play has become rather boring. Gathering knowledge filled a few millenia, but he has long since reached the limits of nearly any physical media to record that knowledge. He spent a very long while in contemplation, trying to determine if the Primordials truly existed or were just part of his people's imagination, without any success, it seems.

Most recently, the other species of the galaxy have finally reached a point where they become almost interesting, and he's spent a few centuries meddling with them. He made something of a pest of himself in Hespera, long ago. In the past century, he found himself acting as a foil to the Futurian, or Exelion, or whatever the pest is calling himself these days. More recently still, he became an occasional menace (or 'helpful' presence) for the captain and crew of the TSV Adventure, as well as other Technate explorers. That was the most fun he'd had in ages, though the way that the new captain behaves towards him isn't nearly as amusing as the way the old one did.

Things were starting to get boring again, really. But then it happened. Eight years ago, he heard a whisper, and tracked it to its source, and found it to be true. An Olympian had awakened on Earth. An actual, living, wretched, vile Olympian. At long last, the fury he had always held back had an outlet ... and she will wish for the prospect of having her liver eaten every day for an eternity before he's done with her.

Prometheus' two unique powers are his absolute mastery of the Titans portal network -- exploited by so-called wizards and mystics on Earth -- and his near perfect foresight. Unless dealing with an individual somehow hidden from his ability to see the future, or unless this mystical ability is somehow interrupted, it is impossible for him to be successfully attacked, as he always sees the attack coming and gets out of the way. Certain effects that he can't perceive can still affect him, but the toughness of mind and body that is his Titanic heritage allow him to resist most of these.

Prometheus -- PL X/15
Image

Abilities:
STR
12 | STA 12 | AGL 8 | DEX 6 | FGT 10 | INT 11 | AWE 9 | PRE 4

Powers:
Mystic Foresight: Enhanced Defenses X (Dodge X, Parry X); Senses 12 (cosmic awareness, visual counters all concealment and illusion, precognition) - 12 points
Spacedoor: Array (56 points)
  • Banishment: Perception Range Accurate Extended Teleport Attack 11, Extended Only, Resisted by Will - 1 point
  • Planetary Movement: Accurate Extended Teleport 12, Extended Only, Extra Mass 20 - 56 points
  • Remote Observation: Remote Sensing 11 (all senses), Subtle - 1 point
  • Stellar Movement: Movement 3 (space travel 3) - 1 point
Telepathy: Mental Communication 3; Comprehend Languages 2 (understand and speak all languages); Impervious Will 12 - 30 points
Titan: Enhanced Strength 8, Limited to Lifting; Immunity 11 (aging, life support); Impervious Toughness 12 - 31 points

Advantages:
Assessment, Benefit 6 (wealth beyond imagination), Fascinate (Persuasion), Ranged Attack 4, Seize Initiative, Skill Mastery (Deception), Speed of Thought, Taunt, Well-informed.

Skills:
Deception 14 (+18), Expertise: Galactic 8 (+19), Expertise: History 8 (+19), Insight 10 (+19), Intimidation 12 (+16), Perception 8 (+17), Persuasion 12 (+16)

Offense:
Initiative +11
Unarmed +10 (Close Damage 12)
Banishment -- (Perception Range Teleport Attack 11, Resisted by Will)

Defense:
Dodge X/12, Parry X/10, Fortitude 15, Toughness 12, Will 15

Totals:
Abilities 144 + Powers 120 + Advantages 17 + Skills 36 + Defenses 13 = 342 points

Complications:
Amusement--Motivation. Cowardice. Hatred (Olympians). Power Loss (Enhanced Defenses, against subjects with Concealment [Mental Senses]). Vague and Probably Unhealthy Affection (Crew of the Starship Adventure).
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Re: A World Less Magical But No Less Fantastic

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Captain Mystic
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Image
Unmasked.

In 1988, when Yuriko Tyler was thirteen years old and watching the stars in her house's backyard with her father, he asked her what she thought about superheroes. She thought this was a strange question, but answered that she thought that they'd probably saved many lives, and that she wished that there were more people like that around. Her father smiled sadly, and told her that he hoped she'd get her wish. Then he closed his eyes and went to sleep for what would turn out to be the very last time.

After the funeral, Yuriko's mother gave her the Amulet, and explained who her father had been. Only half-believing what she was hearing, Yuriko put on the Amulet, said the word 'Almin' as she was bid ... and, as her father had been thirty years earlier, was transformed into a superheroic and adult version of herself. Her appearance, even beyond the difference of her sex, was slightly different from her father's look, as the helmet that came with her transformation covered more of her face, to protect her identity.

Nor were the differences simply cosmetic. The new Captain Mystic soon learned that her father had spent much of his retirement studying the Amulet and its mechanisms, unlocking potential that he would never be able to use himself, but that the person who succeeded him might. Where he'd relied on his fists to speak for him, she could fling bolts of energy from her hands -- incredibly powerful ones if she focused herself -- and take flight where he'd been limited to leaping. And so she set out to fulfill the wish that she'd made.

She fought crime and saved lives in Japan, and eventually throughout the Pacific Rim. Her most frequent enemies were members of the Pythonian Insurgency, and she was very involved in preventing their conquest of North Korea alongside soldiers from the South. Consequently, America's Joint Special Operations Taskforce contacted her and invited her to take part in their Cydonia Invasion, not knowing that they were recruiting a seventeen year-old girl who'd already seen far too much violence. Nevertheless, she agreed to accompany them to Mars.

What she learned there horrified her. The Pythonian Insurgency, the most ruthless terrorist organization in history, had made contacts with interstellar criminals. They, not humanity's defenders, were the people that aliens viewed as representative of Earth. This could not be allowed to stand, and so a year later, when the TSV Adventure paid its third visit to the Solar system, she contacted its captain and asked permission to accompany them back to the Technate, to speak on Earth's behalf. Yuriko bid her mother farewell, suspecting that this would be the last time they ever met, and then did the same to the world of her birth.

For the next fifteen years, Captain Mystic served as a special agent for the Technate's Bureau of Law Enforcement, fighting against the criminals of Vaskahne and other threats to peace and freedom. (Like the Thunder Dragon.) Yuriko was surprised to learn that Artifacts, such as her Amulet, were ... not exactly common or frequent, but hardly unknown, throughout the Technate, but that she was one of the most experienced wielders. That her power was the result of a device was a comfort to the citizens of the Technate, and she felt that she was succeeding in changing their view of Earth and humanity.

Nevertheless, she sometimes felt very homesick, but eventually received briefings on what was going on back on Earth. The fact that other heroes had risen up after she left made her happy, and though she's never had the opportunity to meet any of them, she views the members of the Powerhouse as kindred spirits. However, she started to wonder whether one person, like her, could ever do as much good as an organization like theirs did, especially in a much larger milieu.

Thus, in 2008, she stepped down from active duty and began training a new group of Artifact-wielders for the Bureau, passing on the lessons that she'd learned from her long career. She works her students very hard, such that any conflicts they ever face will seem easy by comparison. Secretly, she is also recruiting people who have innate abilities and giving them access to Artifacts that can channel or enhance those powers, in hopes that they'll improve the opinion of the Technate about such people.

While in her forties, now, Technate medicine has kept Yuriko looking like a woman in her mid-twenties. She's had brief relationships with a few people over the years, but the job has always come first. However, since she became an instructor, she's also ended up as the adoptive guardian of a number of orphaned children, particularly those with unusual talents, and so she's certainly not lonely. Busy, yes, very very busy, but never lonely.

Captain Mystic -- PL 13

Abilities:
STR 14/8/0 | STA 10/0 | AGL 8/0 | DEX 6/0 | FGT 11/2 | INT 1 | AWE 2 | PRE 6/3

Powers:
Amulet of Jedediah:
Activation (Standard Action; -2 points)
* Amulet Attacks: Array (19 points)
  • Basic Blast: Ranged Damage 9 - 1 point
  • Bringer of Light: Environment 9 (bright light) - 1 point
  • Final Blast: Ranged Damage 18, Accurate, Distracting - 19 points
  • Magical Strength: Enhanced Strength 6; Leaping 7 (900 feet) - 1 point
  • Skywing: Flight 9 (1000 MPH) - 1 point
  • Spacewarp: Flight 15 (64000 MPH), Limited to Microgravity; Movement 2 (space travel 2) - 1 point
* Amulet Augmentation: Enhanced Agility 8; Enhanced Dexterity 6; Enhanced Fighting 9; Enhanced Presence 3; Enhanced Stamina 10; Enhanced Strength 8; Immunity 10 (life support); Impervious Toughness 10 - 108 points
* Amulet Database: Comprehend 4 (languages); Enhanced Advantage (Technomancer*) - 13 points

Advantages:
Agile Feint, Benefit 2 (Security Clearance, Status), Close Attack, Defensive Attack, Defensive Roll 2, Evasion, Improved Defense, Improved Initiative, Inspire, Language 2 (Japanese, Technate Standard, others), Power Attack, Takedown, Teamwork, Technomancer.

Skills:
Acrobatics 6 (+14/+6), Athletics 6 (+20/+14/+6), Expertise: Galactic 10 (+11), Insight 10 (+12), Intimidation 9 (+15/+12), Perception 9 (+11), Persuasion 7 (+13/+10), Technology 9 (+10).

Offense:
Initiative +12
Unarmed +12/+3 (Close Damage 8/0)
Magical Strength +12 (Close Damage 14)
Basic Blast +6 (Ranged Damage 9)
Final Blast +8 (Ranged Damage 18)

Defense:
Dodge 10/2, Parry 11/2, Fortitude 12/2, Toughness 15/10/5/0, Will 13

Totals:
Abilities 16 + Powers 142 + Advantages 16 + Skills 33 + Defenses 15 = 222 points

Complications:
Doing Good--Motivation. Fame. Family (children). Power Loss (Amulet of Jedediah, cannot activate if unable to speak). Responsibility (Technate Security).

* Technomancer allows a character to use Technology as a skill to create and perform magic rituals. It can only be taken as an Enhanced Advantage by living beings, representing their access to a quantum computer able to perform the calculations involved.
Last edited by Davies on Mon Aug 03, 2020 12:14 pm, edited 1 time in total.
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Re: A World Less Magical But No Less Fantastic

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Davies wrote: Sun Jun 07, 2020 6:18 am Her appearance, even beyond the difference of her sex, was slightly different from her father's look, as the helmet that came with her transformation covered more of her face, to protect her identity.
Different from this, I suppose?
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