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

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Sam Hazzard

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Samantha Allison Hazzard still isn't sure what possessed her parents to adopt her when they were both in their seventies, with two grown children who were both old enough to have children of their own. (Not that they ever did.) But she was grateful to them for rescuing her from the foster child system, and for seeing that she got a good education. They also instilled in her a sense of duty that led her to Argus' figurative door when she graduated high school.

And this is where the story takes a turn from what you were probably expecting. While training, Sam suffered a chemical burn that left her nearly blind, thus washing out of the program. But Argus looks after its people, even its cadets, and she was shortlisted for a set of implants that restored her sight as long as she was wearing a special pair of glasses. The shortlist still required her to wait a long time, and that gave her time to think about her life and what she wanted to do with it.

The truth was, even before the accident, she'd been having doubts about Argus and its mission. Hundreds of millions of dollars were spent on spy tech and weaponry and flying cars and training people to monitor other people who would probably never do anything to threaten world peace, while out in the real world, there were countless people who struggled to make ends meet. Yes, those people would be further jeopardized if supervillains ever crossed their paths, but maybe it would be better to help them before that could happen. So Sam turned down an invitation to work in Argus' administrative division and went back to school to get a degree in social work, then got a job in Seattle.

It hasn't been easy. Sometimes she doubts that she's making a difference, as she tries to find a good balance between people who've been badly damaged by the systems that are supposed to protect them and those very systems, which sometime seem designed to punish more than aid. But she can take a little bit of pride in the fact that she's helped someone badly damaged by a completely different system to start making a life for herself. Her friendship with Trouble is probably the best thing in her life.

No, she's not Trouble's handler. In fact, from her personal knowledge of how Argus works, she's quietly worked to undermine the efforts of agents who've tried to establish themselves as a handler for her friend, resulting in their reassignment. She usually gets an exasperated phone call from her older sister, Argus' Deputy Director in charge of Python remnants, after she does this, but feels that the chance to catch up with Shannon is worth a bit of exasperation on both their parts.

And no, she has no idea about Trouble's connection to her older brother. Nor are either of them aware of a deeper bond that they share ...

Sam Hazzard -- PL 6

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

Advantages:
Agile Feint, Assessment, Connected, Contacts, Defensive Attack, Defensive Roll, Eidetic Memory, Evasion, Grabbing Finesse, Improved Disarm, Improved Initiative, Improved Trip, Languages 2 (Chinese, Farsi, Russian, Spanish), Uncanny Dodge

Skills:
Acrobatics 5 (+7), Athletics 4 (+5), Close Combat: Unarmed 2 (+8), Deception 3 (+5), Expertise: Civics 4 (+8), Expertise: Current Events 4 (+8), Insight 5 (+8), Investigation 4 (+8), Perception 4 (+7), Persuasion 4 (+6), Ranged Combat: Guns 5 (+8), Stealth 4 (+6), Technology 3 (+7), Treatment 2 (+6), Vehicles 3 (+5).

Offense:
Initiative +6
Unarmed +8 (Close Damage 1)

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

Totals:
Abilities 48 + Advantages 15 + Skills 28 + Defenses 11 = 102 points

Complications:
Doing Good--Motivation. Disability (blind without special lenses). Family (older sister). Friendship (Trouble).
Last edited by Davies on Sat May 30, 2020 2:15 pm, edited 1 time in total.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Thunder Dragon

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When encountered, it is fairly obvious that he's not human, despite his humanoid appearance. His eyes look as though they're in a magnifying lens, such as a pair of eyeglasses, and take up roughly one quarter of his face. In contrast, his mouth is significantly smaller than that of a typical human. His hair is composed of rigid fibers, rather than flexible ones, and is a uniform black rather than a mixture of black and lighter shades. Finally, his nearly constant shirtless status will afford a student of human anatomy to note that he has additional muscle groups that no human has ever possessed.

Little is known about his activities prior to his arrival on Earth in 1997, and next to nothing about his origins. Technate records portray him as a mercenary active in their regions of space several years before that arrival, but indicate that he dropped out of sight slightly before that. He has offhandedly remarked that anyone could learn to do the things that he does if they put in the effort to do so, that he came to Earth seeking to learn more about the planet which gave rise to the one being who ever conclusively defeated him, and that he is, in the main, not terribly impressed. When asked for further details, he casually slaughtered the individual who asked.

His space pod landed in China, and People's Liberation Army troops attempted to take it and him into custody, only to be virtually annihilated in a few seconds of battle. This was the first of several battles with government forces, which ended when he crossed into the disputed border between China and Bhutan, at which point the general leading the final attack declared that they had fulfilled their objective of driving away the hostile alien. In other words, he was now someone else's problem.

In 2003, a refugee from Bhutan gave a reporter for the New York Herald-Tribune an account of an encounter he had with the future ruler of his country, which occurred shortly after the latter crossed the aforementioned border. He was the manager of a small restaurant which the alien visited and from which he demanded food. Not being suicidal, the manager allowed his new guest to eat until he was satisfied, at which point the sated alien inquired as to the name of the region which he was visiting. The manager told him that it was named Druk yul , a name which can be translated as "Land of the Thunder Dragon".

The alien warrior was apparently startled by this revelation, and then smiled in a very disturbing way. He then left without even attempting to pay, and began walking towards the nation's capital of Thimpu. Overcoming all opposition, the alien confronted Bhutan's then-king, informed him that he was known as Thunder Dragon, and declared himself the new ruler of the nation. The king surrendered in order to prevent further carnage, and -- according to official statements from the Thunder Dragon's government -- has since lived with his family in genteel retirement. The exact details of that retirement have never been confirmed.

The lives of the people of Bhutan have been little affected by their new ruler. While there is a national assembly and the country was moving towards a more democratic style of government, it was, and still is, an absolute monarchy, and neither television nor the Internet are legal. In many ways, though, the lives of Bhutanese have improved, and the nation graduated to developing country status in 2016. The new ruler lives an almost aescetic lifestyle by the standards of royalty, and demands little if any personal tribute. He spends the majority of his time in contemplation and personal training. However, Thunder Dragon has made it very clear that he has little if any respect for the traditions of his subjects, and that he will answer any disrespect to him with lethal violence. What constitutes disrespect varies based on his mercurial moods. A good but not necessarily safe rule of thumb is that he might find the first instance of a form of insolence amusing, but will coldly murder anyone who repeats it.

Furthermore, Thunder Dragon has broken off all of Bhutan's former diplomatic relations, as only one other nation in the world -- the Empire of Korea -- has recognized the legitimacy of his rule. Diplomacy is not a subject which greatly interests Thunder Dragon, and he regards the occasional envoys from Korea with bored disdain, though it has been noted that none of them have ever fallen victim to his notorious penchant for sudden violence. As a somewhat positive consequence of this outlaw status, Thunder Dragon's occasional voyages outside his country's borders are regarded as criminal activities rather than acts of war, and no one has yet shown any interest in trying to arrest him.

Thunder Dragon has challenged many of the most powerful superheroes and -villains on Earth to personal combat, and been defeated -- when he is -- by very narrow margins. He is known to prefer the direct approach, pitting his strength against the strength of others, but also demonstrates a keen tactical mind and the ability to use his power of channeling 'vital energy' in unusual ways, often using it to weaken or maneuver an opponent into a vulnerable position before using overwhelming power against them. His rarest used but most notorious 'power stunt', the Golden Dragon Transformation, is used only in situations where he comes under attack by multiple individuals who could, in his estimation, pose a serious threat to him. He is known for keeping his sworn word, but rarely offers it. He also usually shows more respect for the lives and safety of non-combatants who aren't his subjects than he does for those who are.

It does not seem likely that he has any long-term plans of conquest, as he has not implemented any in the more than two decades since his arrival. Whether he has any goal beyond testing his might against worthy opponents is not clear. He recently announced that the twenty-third year of his rule will be marked by a grand martial arts tournament to be held in Thimpu, open to any individual who wishes to participate. The victor of the tournament will be given the opportunity to fight Thunder Dragon, and, should that individual so much as slightly injure him, they will be granted any wish that the ruler of Bhutan can grant. (It is rumored that this might include leaving Earth, never to return ...)

Thunder Dragon -- PL 13

Abilities:
STR 10 | STA 9 | AGL 8 | DEX 6 | FGT 12 | INT 3 | AWE 6 | PRE 3

Powers:
Dragon's Flight: Enhanced Advantages (Improved Initiative 3); Flight 9 (1000 MPH); Quickness 3 - 24 point
Perfected Form: Impervious Toughness 9 - 9 points
Translator Implant: Comprehend Languages 2 - 6 points
Vital Energy Mastery: Array (24 points)
  • Blast of Vital Energy: Ranged Damage 12 - 24 points
  • Redirect Vital Energy: Restorative Healing 12, Self Only - 1 point
Occasional Power Stunts:
Golden Dragon's Transformation: Linked Enhanced Strength 6 and Sustained Impervious Protection 6
Thunder Dragon's Breath: Perception Range Move Object 12, Limited to pushing away
Thunder Dragon's Roar: Cone Area Affliction 12 (Resisted by Will; Dazed and Vulnerable, Stunned and Defenseless, Incapacitated), Extra Condition, Hearing-Dependent
Vital Soul Detonation: Burst Area Damage 12


Advantages:
Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit 6 (Martial Mastery*, Multi-millionaire, Status), Close Attack 4, Defensive Attack, Defensive Roll 2, Diehard, Evasion, Extraordinary Effort, Fast Grab, Fearless 4, Great Endurance, Improved Disarm, Improved Initiative 4, Improved Trip, Inspire, Interpose, Leadership, Move-by Action, Power Attack, Startle, Takedown
* Can use Assessment with Expertise: Martial Arts rather than Insight.

Skills:
Acrobatics 4 (+12), Athletics 6 (+16), Expertise: Martial Arts 12 (+15), Expertise: Tactics 5 (+8), Intimidation 9 (+12), Perception 6 (+12), Ranged Combat: Energy Blast 8 (+14), Stealth 4 (+12), Vehicles 4 (+10).

Offense:
Initiative +24
Unarmed +16 (Close Damage 10)
Blast of Vital Energy +14 (Ranged Damage 12)

Defense:
Dodge 10, Parry 12, Fortitude 15, Toughness 14/9, Will 11

Totals:
Abilities 114 + Powers 64 + Advantages 36 + Skills 29 + Defenses 13 = 256 points

Complications:
Personal Excellence--Motivation. Supposed Code of Honor. Temper.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Jack
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The man known only as Jack (even when it would be prudent to use an alias, he employs no other name) has his origins in a mysterious affair at the now-closed Flushing Chemical Plant, on the lakefront of Chicago, in 1999. At the same time that Darkwing was investigating a series of murders committed against a number of the plant's board of directors, a small group of criminals were preparing to break into the plant and rob both money and industrial secrets which they believed were present there.

The leader of this group was one Johnny O'Neill, a child of privilege who'd never been satisfied with the comfortable existence his parents' wealth afforded him. In his late teens, O'Neill first attracted legal attention for his involvement with various schemes to exploit and defraud his classmates at the private school where he attended, and eventually began dealing drugs as well. While caught, and ssent to juvenile detention as a result, he used the opportunity to make contacts rather than pursue reform. Dropping out of college, he became an associate of the Outfit, though his lack of Italian heritage prevented him from ever being fully trusted. Nor should he have been, for by the time he was in his early thirties, he was very firmly steering his own course as a leader of a small organized crime group of his own.

His right-hand man was Oscar Azarello, a veteran of the war in Syria who'd suffered disfiguring facial wounds there, receiving a medical discharge. His service record reveals a tendency towards casual brutality that disturbed even his most hardened commanders, as well as numerous complaints of criminal acts committed against both civilians and his fellow servicemen, though no charges were ever filed and the complaints tended to be withdrawn. It has been suggested that Azarello's wounds were the result of friendly fire, but this has never been confirmed. After his discharge, Azarello sought and found work with the Outfit, and soon came under O'Neill's sway.

While visiting a doctor to obtain a prescription for a new set of anti-inflammatory meds, Azarello made the acquaintance of Douglas Moore, a chemical engineer who had been fired from the Flushing Chemical Plant after repeated clashes with management. Moore had been considered a potential Hyperbrain in his youth, but failed to demonstrate his potential. Following his unemployment, he'd become a high school chemistry teacher, and was apparently extremely unsatisfied with his lot in life. It's not clear whether he proposed the possibility of robbing the chemical plant to Azarello, or whether Moore's discussion of his former place of work suggested a notion in the other man's mind, but the result was that the former engineer was introduced to O'Neill, and a plan was hatched.

It went horribly wrong, largely due to Darkwing's presence, and it's believed that Moore suggested that they attempt to escape through a door in the plant's basement that he should not have known about. Subsequent interrogations of the surviving Flushing executives by Darkwing and Argus personnel eventually revealed that the company had been in touch with agents of an organization or possibly realm known as Daath, with the door in the basement serving as the means by which its representatives contacted them. It was not supposed to be opened from this side, and yet that is exactly what the trio of criminals did. After shutting behind them, the door blinked out of existence.

Security footage shows that it briefly opened again, thirty-three hours later, and a single individual stumbled out. He resembled none of the three men exactly, possessing O'Neill's height, Moore's gauntness, and facial disfigurement similar to that of Azarello. When discovered making his way through the still-quarantined chemical factory, he casually murdered three police officers in the course of his escape, demonstrating behaviors similar to that of Azarello and O'Neill in the process, as well as chemical knowledge best associated with Moore. Incredible as it may seem, he may be a composite created from all three men.

He sometimes acts as a gangster, seeking to organize a collection of thugs into a small army and seize control of rackets from other gang leaders. At other times, he makes his services available for hire by the criminals he threatens, especially in cases where he could employ his skills against Darkwing. At still other times, he develops complicated methods of causing scientific catastrophes and extorts money from the city government or private businesses in exchange for not unleashing them. He has been known to abandon schemes when his personality shifts, leaving them in a half-finished state. Most disturbingly, there are times when he doesn't demonstrate any of these behaviors, but kills in a very ritualistic manner, suggesting that the three personalities believed to exist in his consciousness are coalescing into that of a serial killer ...

... or perhaps that there is a fourth Jack in this deck.

Jack -- PL 9

Abilities:
STR 4 | STA 6 | AGL 3 | DEX 3 | FGT 9 | INT 6 | AWE 5 | PRE 4

Powers:
Beyond Insanity:
Immunity 20 (mental effects); Reaction Damage 6 (when subject of mental attack, mental communication or mind reading), Resisted by Will - 50 points

Advantages:
Chokehold, Close Attack 2, Connected, Daze (Deception), Daze (Intimidation), Defensive Attack, Defensive Roll, Diehard, Equipment 6, Fascinate (Deception), Fascinate (Intimidation), Great Endurance, Improved Critical (knife) 2, Improved Initiative, Improvised Tools, Leadership, Seize Initiative, Set-Up, Startle, Taunt, Well-informed.

Equipment:
Knife (Strength-based Damage 2), Heavy Pistol (Ranged Damage 4), and 20 points of equipment as needed.

Skills:
Athletics 7 (+11), Deception 10 (+14), Expertise: Criminal 8 (+14), Insight 8 (+13), Intimidation 10 (+14), Perception 8 (+13), Persuasion 8 (+12), Ranged Attack: Guns 8 (+11), Sleight of Hand 8 (+11), Technology 8 (+14), Vehicles 5 (+8).

Offense:
Initiative +7
Unarmed +11 (Close Damage 4)
Knife +11 (Close Damage 5, Crit 18-20)
Heavy Pistol +11 (Ranged Damage 4)

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

Totals:
Abilities 80 + Powers 50 + Advantages 28 + Skills 44 + Defenses 14 = 216 points

Complications:
Psychopathy--Motivation. Nemesis.(Darkwing). Reputation (unpredictable criminal mastermind).
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Billie Zane
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While the Institute was the most famous association of American superheroes in the 1960s, they weren't the only ones. The Grim Brigade were less well known, in large part because their cases pitted them against enemies too strange for the public to ever learn about. One of the leading members of the Grim Brigade was Jane Baldwin, aka Janey Quantum, the Metamorphic Woman. A frequent ally (though never a member of the team) was Dr. Franklin Zane, aka Doctor Saturn. Despite a very rough start to their relationship, these two found a genuine love blossoming between them, supporting them both through the challenges that they faced.

After the other members of the Grim Brigade died in battle in 1971, leaving a badly wounded Janey Quantum as the sole survivor, she and her swain finally married. Their daughter, Billie (named for Jane's late father) was born in 1975, and both her parents let out a sigh of relief that she showed no mutations or other signs of superhuman abilities at birth. They honestly thought the worst was behind them, and that they'd be able to live their lives in peace.

They were sadly mistaken. While Janey made a sincere effort to retire from superheroics, as her husband also had, she kept getting drawn back in, as he did not. This caused a fair amount of strain in their marriage, and may also have damaged her relationship with her daughter. But it's impossible to say whether they might have overcome these difficulties, as they had all the others, had Janey not died in action in 1982, not long after Billie's seventh birthday.

Franklin Zane was devastated by his wife's demise, and found himself having to be both a mother and father to their daughter, and often admitted that he was horribly ill-equipped for either role. His difficulties only grew as he realized that Billie was a Hyperbrain, like himself, and that unlike himself, she was growing up in an era where Hyperbrain children were frequently taken away from their homes and raised in 'think-tanks'. He sought to protect Billie from this, but also felt obligated to see that she developed her faculties, adding the role of teacher to his burden.

Meanwhile, Billie was forming opinions of her own. Bereft of her mother as a result of superheroics, she developed a fierce hatred of the very concept of heroism. Taught to conceal her abilities, she developed the belief that the entire concept of the Hyperbrain was an absurdity -- she was just intelligent, and completely normal, not some sort of aberration. Despite her father's denials, she came to the conclusion that he regretted his own heroic career, and that it would be better if no one ever had to engage in such activities. Perhaps she might have changed her opinions on the subject if things had been different.

But then, in 1989, her father suffered a complete mental breakdown just as he was beginning a conversation with her. While still alive, he was in a complete vegetative state, as though his conscious mind had been consumed. Billie believed that this was the result of overwork on her father's behalf, and her anger at the systems from which he was protecting her only increased. While going through his recent work, she found a necklace he'd built for her, which was apparently supposed to protect her from psychic influence. She has worn it ever since, even incorporating it into her warsuit.

Alone, now, Billie managed to keep herself out of the think tanks by making various alliances, some of which were very questionable. When at last she turned eighteen, and was no longer in danger of being conscripted, she paradoxically did quite a bit of research and design work for the U.S. government, though her best work was kept for her own purposes. When Argus was formed, in 1996, she joined its R&D branch, and soon found herself running it ... and, within a few years, running the entire organization. She organized the initial program of handlers for superheroes, with the stated intention of turning them into assets for Argus.

Her actual intentions were much less benign, as became apparent in 2006, when she sought to use Argus resources to murder the entire Powerhouse, and a number of their allies, while at the same time turning Argus into the world's ruling authority. She was stopped by the narrowest of margins, and had to fake her own death to escape. Since then, she has become one of the world's most wanted felons, employing her self-designed 'warsuit' in battle against superheroes and civilians alike. If she ever had any intentions of being a benevolent dictator, those have been completely forgotten, as she burns with a desire to exact revenge against those who have denied her ambitions.

Her only real human weakness is that she genuinely does still love her father, and frequently pays visits (in disguise) to the palliative care facility where he remains in a catatonic state. Argus is aware of this, and has attempted to monitor these visits. (Trying to arrest her either before or after them has been judged to be a Very Bad Idea.) Just what she would do if she developed a plan for revenge that put this particular facility in danger is unknown.

Billie Zane -- PL 13

Abilities:
STR 14/0 | STA 2 | AGL 1 | DEX 1 | FGT 4 | INT 12 | AWE 7 | PRE 5

Powers:
Warsuit: Removable (-26 points)
* Combat Augmentation: Enhanced Advantages 10 (Chokehold, Close Attack 6, Improved Grab, Improved Hold, Improved Smash) - 10 points
* Force-Augmented Armor: Immunity 10 (life support); Protection 4; Sustained Impervious Protection 12 - 30 points
* Propulsion: Flight 9 (1000 MPH), Aquatic - 19 points
* Psychic Shielding: Impervious Will 10, Side Effect* - 3 points
* Sensors: Selective Area Radio Communication 2; Senses 10 (Accurate Extended 2 Radio, Darkvision, Direction Sense, Distance Sense, Time Sense) - 24 points
* Weapon Systems: Array (33 points)
  • Gauntlet Blasters: Ranged Damage 16, Accurate - 25 points
  • Strength Boosters: Enhanced Strength 14; Enhanced Strength 5, Limited to Lifting - 1 point
Advantages:
Assessment, Benefit 4 (Multi-millionaire), Chokehold, Close Attack 6, Improved Grab, Improved Hold, Improved Smash, Improvised Tools, Inventor, Jack-of-all-trades, Ranged Attack 7, Second Chance (Insight checks), Skill Mastery (Technology), Takedown

Skills:
Expertise: Science 8 (+20), Insight 8 (+15), Intimidation 10 (+15), Investigation 2 (+14), Perception 6 (+13), Technology 9 (+21), Vehicles 5 (+6).

Offense:
Initiative +1
Unarmed +10/+4 (Close Damage 14/0)
Gauntlet Blasters +10 (Ranged Damage 16)

Defense:
Dodge 8, Parry 8, Fortitude 6, Toughness 18/2, Will 14.

Totals:
Abilities 64 + Powers 102 + Advantages 18 + Skills 24 + Defenses 22 = 230 points

Complications:
Vengeance--Motivation. Delusion of Mundanity. Family (father).

* What Side Effect, you ask? Well, it might nullify certain abilities that Billie doesn't know that she has. The sorts of abilities that might develop in early adolescence, and that might consume someone's conscious mind. As though she were some sort of intellivore. Who can really say?
Last edited by Davies on Tue Aug 25, 2020 11:39 pm, edited 4 times in total.
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Vixen
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She steals. Jewelry, artwork, archaeological discoveries, fine automobiles, you name it, she steals it. Not monuments, though -- if asked, she'll give a polite laugh, then say that she might be from San Diego, but her name is definitely not Carmen. (Only one of those things is true.) But there's a twist to all of this, in that even beyond her clearly superhuman capabilities, she's not a normal thief. What she steals, she does not fence. On those occasions, when she's asked to steal something, she'll do it if it seems workable, and then turn over the item to the person who asked her without expectation of payment or reward. When she steals for herself, it's because something caught her eye, and once she's acquired it, she soon loses interest and disposes of her 'prize' by tossing it in the nearest dumpster. Very rarely, she has even been known to return the items she steals to the scene of the crime, if she thinks she can pull it off and that it would be entertaining. She sleeps in empty motel rooms she breaks into and enters. She feeds herself by hijacking delivery drivers. Transportation? You did hear that she steals fine automobiles, right?

Born in San Francisco, 1991, Mitsune Tachikawa grew up feeling neither loved nor wanted by her family. Mostly because she was neither loved nor wanted by her family. In moments of fairness, she sometimes admits that there was no reason that her grandfather should have wanted to have to care for his younger daughter's illegitimate and biracial offspring, and it could be fairly said that if he treated Mitsune and her mother like slaves, he treated his older daughter and son-in-law exactly the same. Mitsune got good at hiding and moving quietly, but still suffered the occasional beating when she was neither well hidden nor quiet enough.

Finally, when she was fifteen, she decided that she wasn't going to take it anymore, and so committed what she claims was her first theft, aside from some shoplifting that no one ever found out about -- she stole her grandfather's eyeglasses, and watched with amusement as the old man banged around his room trying to find them, too proud to ask for help, until he finally stumbled out of his room and onto the staircase .. then, no longer amused, watched him go down the staircase quite a bit faster than he probably would have liked. She spent a few moments staring at his broken body, trying to feel some sort of regret. Nothing happened, though, and so she dropped the eyeglasses on his body and left the house forever. She'd found her calling.

Despite Vixen's adoption of the mask of a fox-spirit, and occasional references to such creatures in her dialogue, she doesn't actually think she has anything to do with such creatures. She expects that her powers probably derive from her long-vanished father, a Frenchman by her mother's stories. Maybe he was some sort of super-soldier? That would explain a few things. Still, her origins don't interest her very much, not nearly as much as what she's going to steal next.

These days, she works out of Chicago, though she'll take jobs anywhere in North or South America. (Not even she has figured out how to steal a plane ticket without -- yuck! -- paying someone to falsify identification to let her use it.) Her base of operations means that she runs into Darkwing fairly often, though she prefer to arrange things so he'll have other matters to deal with instead of little old her. The notion of a romance between the two of them would make her laugh, if it didn't make her sick, since she thinks he's probably old enough to be her father. Fighting him is not without its fun moments, but she won't do so if she sees a way to escape.

In the course of her career, she's also crossed paths with other members of the Powerhouse. She took on a few jobs for the Schemer that were intended to distract Paragon, as well as one where she pulled a job while he was being distracted -- though not enough to avoid being caught. That was the only time she went to jail for an extended period, and was pleasantly surprised that the Schemer kept up his end of the deal, since she'd managed to get caught with a phoney version of her 'prize' and kept her mouth shut. Despite the way he comes off as a creepy uncle, she'd probably work with him again.'

Vixen views herself as a professional thief, and doesn't have any interest in hurting or killing people. But as the case of her grandfather shows, she can watch someone die as a result of crossing her path without a qualm. She might try to protect a genuine innocent who got caught up in one of her schemes. Then again, she might not.

Vixen - PL 9

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

Powers:
Fox Claws: Strength-based Damage 2, Improved Critical; Removable (-1 point) - 2 points
Spirit of the Fox: Enhanced Strength 4; Enhanced Stamina 2; Enhanced Agility 4; Enhanced Dexterity 4; Enhanced Fighting 4; Leaping 2 (30 feet); Senses 3 (Low-Light Vision, Acute and Tracking Olfactory); Speed 4 (30 MPH) - 45 points

Advantages:
Agile Feint, Attractive, Daze (Deception), Defensive Roll, Evasion, Hide in Plain Sight, Improved Initiative, Instant Up, Language (Japanese), Move-by Action, Redirect, Taunt

Skills:
Acrobatics 9 (+15/+11), Athletics 4 (+12/8), Deception 6 (+10), Expertise: Streetwise 8 (+9), Investigation 8 (+9), Perception 8 (+10), Sleight of Hand 4 (+10/+6), Stealth 9 (+15/11), Technology 8 (+9).

Offense:
Initiative +10/+6
Unarmed +8/+4 (Close Damage 8/4)
Fox Claws +8/+4 (Close Damage 10/6)

Defense:
Dodge 10/6, Parry 12/8, Fortitude 10/8, Toughness 6/4/2, Will 5

Totals:
Abilities 34 + Powers 47 + Advantages 12 + Skills 32 + Defenses 17 = 142 points

Complications:
Thrills--Motivation. Steals Everything, Buys NOTHING.
Last edited by Davies on Mon Aug 03, 2020 11:56 am, 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: Sun May 17, 2020 12:21 pm Born in San Francisco, 1991, Mitsune Tachikawa grew up feeling neither loved nor wanted by her family. Mostly because she was neither loved nor wanted by her family. In moments of fairness, she sometimes admits that there was no reason that her grandfather should have wanted to have to care for his younger daughter's illegitimate and biracial offspring, and it could be fairly said that if he treated Mitsune and her mother like slaves, he treated his older daughter and son-in-law exactly the same. Mitsune got good at hiding and moving quietly, but still suffered the occasional beating when she was neither well hidden nor quiet enough.
OK, even with his actual fate, that dude was walking around just asking "Hey, what can I do to go out of my way to ensure that someone strangles me to death?!"
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Voltron64 wrote: Sun May 17, 2020 6:18 pm OK, even with his actual fate, that dude was walking around just asking "Hey, what can I do to go out of my way to ensure that someone strangles me to death?!"
Cruel people often seem to be asking the world for some comeuppance. And yet they always seem terribly surprised when they get it.

It's worth noting, though, that the old man's will left everything to his son-in-law ... who promptly pitched Mitsune''s mother out on the street with the clothes on her back and not much else. Actions often have unintended consequences.
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Re: A World Less Magical But No Less Fantastic

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Nocticula
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Even in paradise, mistakes are made. And sometimes those mistakes are very costly indeed.

She was born more than seven hundred years ago in Hespera, to a family without significance. The doctor who oversaw the birth shook his head, knowing the fate that a sickly, albino child would face. And so it was done, the girl exposed on a hill and any record that her mother had ever been with child ritually burned, the shame effaced. And that should have been the story of her ... but fate had other plans.

The Queen of Hespera in that time was not well; though as strong in body as a Queen should be, her mind and soul were twisted. She was given to taking long walks in the night, away from all of those who were plotting against her, alone with her own thoughts. And on one of these walks, she chanced upon the infant and took ... not pity, perhaps, but rather amusement in claiming this unwanted daughter as her own. Noxis, she named her, for sickness, as though to ward the child against what might yet claim her by making it her ally.

It was soon clear that Noxis would never stand among the soldiers of Hespera. Instead, she became her mother's foremost scholar, studying the arts of the mind and mastering them more quickly than any student on record. This frightened her teachers, but the Queen continued to be amused. "My little monster", she called Noxis. And for a time, the child believed that there was affection in her mother's voice when she used that phrase.

Time makes colder, children get older. When Noxis was in her twenties, one of the Oracles came to her mother and told her that the time had come for her to step down as Queen. Before the Queen could wring the interfering busybody's neck, Noxis killed her with a thought. That was the beginning of the last of Hespera's civil wars, and it's believed that the Queen could have triumphed over her enemies, setting Hespera on a different course than that which it now follows, had she not battered her daughter for acting without her leave. So Noxis waited, waited until the liberators were assaulting the castle, waited until her mother demanded that she do something. And then she left without a backward glance.

She made her way north, through Africa to Spain, through Spain to France. There, in the south, she found a group of peasants who had rejected the faith of their fellows, which they felt served only those who ruled over them and not well. To these people, she must have seemed like unto a goddess, or perhaps a devil. Much like her mother, she was given to amusement, and so she became their patron, feeding off their labor at first, and then, as she developed certain talents, feeding off their lives, extending her own in the process and telling them to love her for it. They called her Nocticula, and she thinks it a fine name.

Since then, she has had to move about quite a bit, maintaining her cult in many places in the world. For the longest time, she hid herself in the forests of northern Quebec, but even that sanctuary was exposed in the 1980s. These days, she drifts from city to city, claiming victims whenever she feels the pang of soul-hunger. In the course of these adventures, she has frequently clashed with Basilea, the current Queen of Hespera, out walking the world as she herself does. As she has not considered herself a citizen of Hespera for centuries, the notion that she would ever want to go back in pentience -- for things she does not regret in the slightest -- is utterly bewildering, and she has decided that she will have Sharana's head for the insult.

Oddly, for one who's lived so long and has so much power, she has never even considered learning the ways of ritual magic, viewing them as petty tricks, dismissing the gods as imaginary. Then she joined forces with Jodie Crowley, and learned just how effective such 'tricks' can be. Now she has a new hunger, one that may be harder to sate ...

Nocticula - PL 11

Abilities:
STR -1 | STA 4 | AGL 0 | DEX 0 | FGT 0 | INT 7 | AWE 8 | PRE 6

Powers:
Levitation: Flight 4 (30 MPH), Subtle - 9 points
Self-Healing:[ Immunity 3 (aging, disease, poison); Regeneration 10 - 13 points
Shielded Mind: Impervious Will 11, Limited to Mental Effects - 6 points
Telepathy: Mental Communication 3; Comprehend Languages 2 (understand and speak all languages) - 18 points
Warding Gesture: Sustained Impervious Protection 12 - 24 points
Witchcraft: Array (34 points)
  • Domination: Sight-Dependent Perception Range Cumulative Affliction 10 (Dazed, Compelled, Controlled), Insidious, Subtle 2 - 1 point
  • Shadows: Illusion 8 (all senses), Resisted by Will - 1 point
  • Shadow Voyage: Remote Viewing 11 (Audio, Visual), Quirk (body is helpless), Subtle - 1 point
  • Soulburn: Sight-Dependent Perception Range Damage 11, Resisted by Will, Subtle - 1 point
  • Soulgazing: Cumulative Effortless Sight-Dependent Mind Reading 11, Subtle - 34 points
  • Will Over Form: Perception Range Damaging Move Object 8, Subtle - 1 point
Advantages:
Attractive, Contacts, Fascinate (Deception), Jack-of-all-trades, Second Chance (Will resistance against mental effects), Trance

Skills:
Deception 8 (+14), Expertise: History 4 (+11), Expertise: Philosophy 5 (+12), Insight 6 (+14), Intimidation 8 (+14), Investigation 6 (+13), Perception 5 (+13), Persuasion 6 (+12).

Offense:
Initiative +0
Unarmed +0 (Close Damage -1)
Soulburn -- (Perception Range Damage 11, Resisted by Will)
Domination -- (Perception Range Will 11)
Will Over Form -- (Perception Range Damaging Move Object 8)

Defense:
Dodge 6, Parry 6, Fortitude 8, Toughness 16/4, Will 14

Totals:
Abilities 48 + Powers 109 + Advantages 6 + Skills 24 + Defenses 22 = 203 points

Complications:
Hedonism--Motivation. Power--Motivation. Which One Applies Depends On Her Mood. Power Loss (must use Soulburn to completely destroy a human target once per week or lose Self-Healing, and begin aging rapidly).
Last edited by Davies on Wed May 20, 2020 11:46 pm, edited 1 time in total.
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Re: A World Less Magical But No Less Fantastic

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Nice foe for the local Wonder Woman expy.

Anyways, I came up with a shorter name for the setting, A World No Less Fantastic.
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Re: A World Less Magical But No Less Fantastic

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Voltron64 wrote: Mon May 18, 2020 2:37 amAnyways, I came up with a shorter name for the setting, A World No Less Fantastic.
No.
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Re: A World Less Magical But No Less Fantastic

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Ok, perfectly fine.
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Re: A World Less Magical But No Less Fantastic

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The Schemer
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Hedonism is a somewhat misunderstood philosophy. It does not, despite the way that the term is normally used, mean the mindless pursuit of pleasure above all else. Rather, it suggests that the best way to live one's life is to make choices that minimize the amount of sorrow that one suffers, and maximizes the amount of happiness that one experiences. Ethical hedonism adds the belief that it is best if all experience greater happiness than suffering, and that one should at minimum try to minimize the pain one causes others. When expressed this way, it is a rather heroic perspective. It is perhaps unfortunate that one of the most sincere hedonists alive today has reached the conclusion that the best way for him to maximize his own happiness is through crime.

Born in 1972, Austin Loomis was the product of several generations of carefully managed wealth, presently residing in Toronto. By all accounts, his was a fairly normal childhood, though he excelled at his schooling even at a young age. By the time he reached the age of fourteen, however, it was apparent that he was a Hyperbrain, and the first think tank to begin operations in Canada sought to recruit him. In contrast to the way that their organization would later operate, they employed persuasion rather than conscription, but the Loomises nonetheless agreed to turn over their only son to the organization ... without mentioning that their son had asked them to do just that.

Already, at that point, he'd come to the conclusion that he had very little to learn from the teachers at his school, or even through independent study of the texts available to him. It would be better if he could learn from others who were like him, though he had the gloomy premonition that there really was no one like him. Nevertheless, he learned all that he could, while at the same time hiding his own talents. (Or so he thought; the fact that he was clearly manipulating his fellow Hyperbrains as well as the staff was noted, and simply added to his file.)

Recognizing and resisting the conditioning treatment which would have had him becoming dependent on the think tank's structure, Loomis walked away from it at the age of eighteen, planning to return to Toronto and reunite with his parents. Tragically, they died in a plane crash before that could happen. Despite what you're probably thinking, he had nothing to do with that! While he no longer felt any real connection with his parents, and probably would have shortened their lives in order to get access to the family fortune at some point, he regretted the pain they must have suffered before their deaths. Doing a private investigation, he determined that they had not been the victims of foul play, merely of misfortune and negligence on the part of one specific member of their plane's maintenance staff. So he arranged for that individual to suffer a much less painful demise than his parents had, and went on with his life.

He doubled and redoubled his family fortune quite a few times over the next decade, occasionally deliberately taking losses that he could easily recoup in order to keep up the posture that he was a minor-league Hyperbrain at best. The money wasn't that interesting to him, and he really found it all a bit boring. It was in 1996 that he watched a television report about a series of crimes that had taken place in Hamilton that had employed a disgusting amount of violence, and shook his head. Had he been the one planning that operation, it would have been much better managed. Having thought that, he examined the thought from several different directions, and then shrugged and said to himself, "Why not?"

He contacted a few of his extra-legal contacts, and made it known through them that there was a new enterprise operating in the Greater Toronto and Hamilton Area, which would provide planning and other forms of assistance to local criminals. He offered his services freely for the first month, demonstrating their worth, and then started charging a relatively small portion of the proceedds of any operation he assisted, which mostly went to paying 'finder's fees' to those who brought those he helped to his attention. He only had to deal with a few transparent attempts at double-crosses, and suspected that the rather gratuitious violence he employed against these would-be betrayers helped to cement the reputation of the Schemer. It was fun for a while, but the novelty was starting to wear off after about two years, and then everything changed when Paragon showed up.

You might expect that he hates Paragon and all that the Eternal Man stands for. Not in the least -- he regards him as the most worthy opponent that he's ever faced, and someone who'll make him work for the victory. The Schemer has always been careful not to be directly associated with any crimes, and so he gets to enjoy the look of frustration on Paragon's face when he realizes who's behind it all. Even his defeats allow him new insights into the opposition's abilities and tactics, something that will definitely come in handy later on. His ideal situation would be for Paragon to abandon his senseless altruism and work with him to increase both their happiness, but that's probably never going to happen. That said, he does take precautions, and has the largest supply of theonite in private hands located in his headquarters. He'd never be so foolish to wear an amulet or ring of the stuff, though. Who knows what the radiation would do!

In dealings with other supervillains, the Schemer tends to avoid the more violent sort -- once, when Jack showed up in Windsor, for some reason, he expended considerable resources to send him back to Chicago. He maintains polite relationships with the Combination and the Emperor, but will admit to himself that he fears Gan In-Geun more than anyone else on the planet. Other major figures are simply resources who don't realize how useful they're going to be just yet.

The Schemer -- PL 8

Abilities:
STR 1 | STA 3 | AGL 2 | DEX 3 | FGT 8 | INT 7 | AWE 8 | PRE 6

Powers:
Quick Wits: Quickness 3, Limited to Mental - 2 points
Situational Awareness: Senses 1 (danger sense) - 1 point
Unfazeable: Immunity 5 (interaction skills) - 5 points

Advantages:
Assessment, Benefit 6 (Billionaire, Status), Connected, Contacts, Defensive Roll, Equipment X, Improved Defense, Improved Trip, Improvised Tools, Languages 5, Minions X, Ranged Attack 6, Seize Initiative, Speed of Thought, Taunt, Uncanny Dodge, Well-informed.

Skills:
Deception 8 (+14), Expertise: Criminal 9 (+16), Expertise: High Society 6 (+13), Expertise: Streetwise 9 (+16), Insight 8 (+16), Intimidation 6 (+12), Investigation 8 (+15), Perception 8 (+16), Persuasion 6 (+12), Sleight of Hand 8 (+11), Stealth 8 (+10), Technology 8 (+15).

Offense:
Initiative +7
Unarmed +8 (Close Damage 1)
Ranged +9 (varies by weapon)

Defense:
Dodge 9, Parry 11, Fortitude 5, Toughness 5/3, Will 11.

Totals:
Abilities 70 + Powers 8 + Advantages 29 + Skills 46 + Defenses 14 = 167 points

Complications:
Thrills--Motivation. Honor (keeps any promise he makes, for good or ill). Public Image. Secret Identity.
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Re: A World Less Magical But No Less Fantastic

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Abraxas
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In 1959, the space race was starting to heat up, and though the worst mistakes of the era were yet to come, tragedies still occurred. One such tragedy took place in August of this year, when a rocket was launched from Cape Canaveral with a human being inside its structure. The compartment in question was neither pressurized nor designed for human occupation, and so the ground control were certain that their man had died almost immediately, and was certainly dead when they prepared to send a self destruct message to the rocket. And then it blew up before they could.

And then something, surrounded by an aura of glimmering golden light, descended from orbit and landed at the launch platform. Other technicians immediately recognized him as their fellow, though now much taller and wearing a very unusual costume. (Much later, people would look at pictures of that technician and wonder how anyone could possibly have seen a resemblance.) To the authorities, he declared himself to be Stardust the Super-Wizard, reborn in cosmic flame and possessed of the knowledge of the universe. From this moment forth, he would watch over mankind.

And he did. Whenever he observed unchecked criminal activity, he would likewise descend to Earth from his headquarters (believed to be a platform at one of the Lagrange points) and subject its perpetrators to terrifying punishments. Almost from the start, there were those who criticized this pattern of behavior, and wondered why, if Stardust was able to observe everything on Earth, he didn't intervene to prevent the crimes he so violently avenged. Still, these were relatively quiet voices, especially after Stardust became one of the founding members of the Institute. Had they known how he held himself aloof from the other members, they might have become more concerned.

They certainly did when he established an army. While many of the Institute's membership had a fanclub, Stardust went a bit further than they did; his organization was organized more like a militia ... or, to be honest, a cult which worshiped Stardust as a god. By and large, that was all that they did, aside from training for combat, and occasionally reporting crimes too banal for Stardust's attentions to the authorities, specifically to the FBI. The Bureau cultivated them as a resource while keeping them at arm's length, but also used them to contact Stardust on those occasions when they sought his assistance. (Just how the Stardust Crusaders were able to contact him is still not very clear.)

So it was that, in 1971, Assistant Attorney General L. Patrick Gray, who had also had dealings with the Crusaders, commented to the President of the United States of America that if he really wanted to do something about the problems the nation was having in Vietnam, he should ask Stardust to do something about it. After some further discussion with the Secretary of State, it was decided to arrange a meeting with the Super-Wizard, which was easily done. A week later, he was sitting in the Oval Office, listening to the President, and nodded politely. "Certainly," he said, rising to his full height. "I will go there immediately and begin depopulating Vietnam."

"Uhhhh ... what?" the President reportedly said as Stardust departed. "Wait, no ... somebody stop him, for expletive deleted's sake!"

Stardust was stopped, by an assembly of nearly every superhero on Earth and an ad hoc army created from a hastily arranged truce between the military forces active in the region. Casualties on their side were extremely high ... and the sum total of their efforts was to inflict one small, insignificant wound on Stardust. But this was apparently enough to make him withdraw, not just from Vietnam, but from Earth, and even the Solar System; astronomers noted that his observatory had vanished, as well.

In the final analysis, however, he'd given the President exactly what he wanted. The North Vietnamese government, having suffered as much loss of men and materiel in the conflict, if not more, than the Americans or the South, were forced to agree to a lasting peace treaty. (It lasted until 1976, when the country collapsed and was annexed by the South.) This perceived victory ensured the President's re-election a year later. It didn't work out very well for Mr. Gray, who was fired from his position at the Department of Justice, with the result that Mark Felt was confirmed as the Director of the FBI. How that benefited the President is not something that anyone in their world can know; Deep Throat is just a series of movies to them.

What became of Stardust would not be known to the people of Earth for quite some time. In 2009, the Powerhouse encountered a group of alien freedom fighters known as the Last Men Standing (English translation) who were engaged in a brutal and dangerous fight against the forces of an interstellar conqueror known as Abraxas, ruler -- apparently -- of the grim and mysterious planet Daath. And their leader showed them a holographic image of Abraxas, then wondered why their new allies looked so very, very aghast ...

Abraxas -- PL 18

Abilities:
STR 16 | STA 20 | AGL 8 | DEX 8 | FGT 10 | INT 9 | AWE 18 | PRE 16

Powers:
Reality Manipulation: Array (135 points)
  • Reality Is As I Deem It: Illusion 15 (all senses), Selective Area 3, Dynamic - 136 points
  • I Am Your Punishment: Cumulative Perception Range Affliction 18 (Resisted by Will; Dazed, Stunned, Transformed), Variable Descriptor 2 (humiliation), Dynamic - 2 points
  • I Am Your Doom: Perception Range Damage 18, Variable Descriptor 2 (painful), Dynamic - 2 points
  • I See All: Remote Sensing 25 (All Visual and Auditory), Simultaneous, Subtle; Senses 10 (Auditory and Visual Counters All Concealment); Dynamic - 2 points
  • I Am The Source: Burst Area Nullify Mystical Effects 18, Broad, Simultaneous, Sustained, Dynamic - 2 points
Strange Being From Another World: Flight 12 (8000 MPH); Immunity 30 (Fortitude effects); Immunity 80 (Toughness effects), Limited to half effect; Impervious Will 15; Movement 3 (space travel 3) - 112 points

Advantages:
Improved Defense, Improved Grab, Improved Hold, Seize Initiative, Weapon Break.

Skills:
Expertise: Galactic 18 (+27), Intimidation 12 (+28), Perception 10 (+28).

Offense:
Initiative +8
Unarmed +10 (Close Damage 16)
I Am Your Doom -- (Perception Range Damage 18)
I Am Your Punishment -- (Perception Range Will 18)

Defense:
Dodge 12, Parry 12, Fortitude Immune, Toughness 20, Will 18

Totals:
Abilities 210 + Powers 259 + Advantages 5 + Skills 20 + Defenses 6 = 500 points

Complications:
Retribution Upon The Deserving--Motivation. Responsibility (obligations to Daath's actual ruler). Sadism.
Last edited by Davies on Sat Feb 12, 2022 8:17 am, edited 2 times in total.
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Re: A World Less Magical But No Less Fantastic

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The whole Stardust fiasco is what led to the creation of Argus, isn't it?
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Voltron64 wrote: Tue May 19, 2020 4:53 am The whole Stardust fiasco is what led to the creation of Argus, isn't it?
Indirectly, but there was a quarter of a century between the two events.
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