The World in the Aftermath -- A Setting for Mutants and Masterminds

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Starsmasher
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While the Konan never surrender, making a fighting withdrawal is an acceptable way for a Konan battlegroup to escape from a conflict that is going against them. The emphasis, however, is on a fighting withdrawal. Having never employed them, the Konan have no saying equivalent to "return with your shield or upon it", but they would recognize that simply turning and running from the enemy, and especially abandoning fellow Konan to their fates, is completely unacceptable.

Forty-seven years* ago, Branax was a recently-commissioned bridge officer aboard an Asakahida-class carrier that was part of the first Konan attempt to conquer the planet Paraza. He was shocked and horrified by how easily much of the group was dispatched by the empowered defender of Paraza, Starfinder, but not nearly as much as he was by his commander deciding to flee rather than risk the loss of the ship that had already suffered the destruction of its entire battlemover compliment. The Primacy regarded this as abhorrent cowardice and had the commander and several of his senior staff executed, and the entire crew was viewed as untrustworthy thereafter.

Branax did not take this disgrace well. He volunteered for any mission that would have him in attempts to wipe it out, and these tended to be exceptionally dangerous assignments. Branax wound up surviving every one of these, not always triumphantly but always in a way that should have cleared his record. Unfortunately, by that point his superiors had recognized that his desperate need to prove his valor gave them a way to motivate him in the desired way, where recognizing that valor would remove that advantage on their part. So he was led to believe that he was still viewed with contempt, even though most of the Armada had long since forgotten the episode.

In particular, Branax volunteered for all of the subsequent invasions of Paraza. He was even granted group command of the most recent one, five years ago. They all failed to claim the planet, but none of them cut and ran, but he still expected to be further disgraced after the fighting withdrawal that he commanded. He was wrong; the Primacy accepted his report and dismissed him with neither praise nor condemnation, with its members privately agreeing that he had gotten further than anyone else -- but there was no point in telling Branax that. They could tell that his mind was finally starting to break.

Obsessed with taking vengeance on Starfinder, Branax began to consult with the Trantian savants to design weapons that could destroy her. This led to him becoming one of the most technically-accomplished members of his people, which neither he nor they has yet recognized. With the help of one particular savant, Branax was able to design the "micro-battlemover" that he dubbed the Silver Death Armor, equipped with force fields that could absorb directed energy attacks and redirect that energy to its own weapon systems and thrusters. Surely, this device would allow him to finally triumph over his nemesis.

Unfortunately, by the time it was ready to go, Starfinder had disappeared from Paraza. Intercepted transmissions suggested that she had traveled to the planet known as Earth to assist in its defense against the Konan battlegroup sent to attack the strange planet. The Primacy began to discuss strategies to attack Paraza in her absence, but Branax was no longer listening. He declared that he was going to go to Earth and face her there, destroying her before she could return.

The Primacy granted him permission. They even provided him with a gunship to take him on his way. Why not? They have the designs for the Silver Death, after all, and can reproduce it whenever they like. One aging and clearly-insane warrior will not be missed. For his part, Branax believes that he has been promised not only the long-awaited clearance of his record but a seat on the Primacy if he should succeed. Nothing of the sort awaits him, of course.

On Timeline α, where Vulcan still hangs in the sky above Earth, he will find that Starfinder -- accompanied by a fleet of Parazan starships -- is still present, both negotiating an alliance with the Technate and assisting in cleaning up after the battle. On Timeline β, however, he will be angered to learn that she has already departed, returning to Paraza to prepare for a long mission looking for some lost friends or something idiotic like that. Starsmasher, as he now calls himself, will seek to salve his wounded pride by attacking the world she came to protect, and likely fall to its other defenders. Regardless, the advanced technology he brought with him will pass into other hands, for a variety of uses ...

Starsmasher -- PL 13

Abilities:
STR
4 | STA 6 | AGL 2 | DEX 4 | FGT 6 | INT 5 | AWE 3 | PRE 3

Powers:
Konan Biology:
Immunity 2 (disease, poison) - 2 points
Konan Swiftness: Leaping 3 (60 feet); Movement 1 (environmental adaptation [zero-g]); Speed 3 (16 MPH) - 8 points
Silver Death Armor: Removable (-30 points)
* Armored Shell: Impervious Protection 12 - 24 points
* Boot Jets: Flight 9 (1000 MPH) - 18 points
* Energy Absorption Armor: Immunity 20 (energy damage), Limited to Half Effect When Unreliable* - 15 points
* Redirected Energy: Array (10 points)
  • Boosted Flight: Enhanced Flight 5 (32,000 MPH) - 10 points
  • Boosted Servos: Enhanced Strength 5 - 1 point
  • Force Field: Sustained Immunity 20 (physical damage), Limited to Half Effect - 1 point
  • Improved Particle Beam: Enhanced Ranged Damage 5 - 1 point
* Sealed Systems: Immunity 10 (life support); Immunity 20 (mental effects), Limited to Half Effect - 20 points
* Sensors & Communication Systems: Radio Communication 4 (planetary); Senses 9 (accurate acute radio, direction sense, distance sense, infravision, time sense, ultravision) - 25 points
* Servo Motors: Enhanced Advantages 5 (Close Attack 5); Enhanced Strength 4 - 13 points
* Weapon Systems: Array (22 points)
  • Missile Launchers: Ranged Damage 8, Burst Area 6 - 22 points
  • Particle Beam Cannon: Ranged Damage 11 - 1 points
  • Roar: Auditory Perception Area Affliction 11 (Resisted by Will; Dazed, Stunned), Limited Degree - 1 point
  • Shield Ripper: Nullify Force Field 11, Simultaneous - 1 point

* Whenever the armor receives an energy damage effect, make an Unreliable roll. On a 10 or less, it provides only Immunity Limited to Half Effect. On a roll of 11 or more, it provides regular Immunity. In either case, this allows the use of Redirected Energy.

Advantages:
All-out Attack, Close Attack 5, Defensive Attack, Improved Initiative, Inventor, Ranged Attack 4, Startle.

Skills:
Athletics 3 (+7), Expertise: Galactic 6 (+11), Expertise: Military 5 (+10), Insight 4 (+7), Intimidation 5 (+8), Perception 5 (+8), Technology 7 (+12), Ranged Combat: Particle Beam 2 (+6), Vehicles 5 (+9).

Offense:
Initiative +6
Unarmed +11/+6 (Close Damage 13/8/4)
Particle Beam +10 (Ranged Damage 16/11)
Missile Launchers +8 (Ranged Damage 8, Burst Area Damage 6)

Defense:
Dodge 8, Parry 6, Fortitude 7, Toughness 18/6, Will 9

Totals:
Abilities 66 + Powers 133 + Advantages 9 + Skills 22 + Defenses 14 = 241 points

Offensive PL: 13
Defensive PL: 13
Resistance PL: 8
Skill PL: 7

Complications:
Vengeance--Motivation. Delusions. Power Loss
(cannot use Redirected Energy before struck by an energy attack.) Unfamiliar With Earth Culture.
 
Alanna Dale
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Art by Henrique Freitas

Until fairly recently, Alanna Dale lived a double life. By day, she worked in a law office in Nottingham, dressing to cover up her tattoos, leaving out most of her piercings, and trying not to go out of her mind with boredom. By night, she lived, playing guitar for a number of session bands in the area. She managed to avoid the worst predators in both of her existences, and never really expected to be forced to choose between them.

The turning point of her life came in 2019, when Alanna was one of several entertainers kidnapped by Jody Crowley in order to siphon their "magnetic energies" or something like that. She found the experience horrifying because of how helpless she felt, and how much of a damsel in distress it turned her into, in contrast to one of the other victims who was able to help Blakestone to rescue the others. In the aftermath, Alanna was forced to the realization that no matter how "safe" of an existence she was living, there would still be those who could and would upset it for their own goals.

If so, then she might as well live as she liked. She quit the day job and started making a serious go of living as a latter-day troubadour. It was hard, and she wound up learning about just how dangerous some of the predators in that life could be, but she also found friends worth the having when she started running with the Merry Men. Until that point, she had never even heard of Alan-a-dale, but has started to follow in his legend by putting together songs about the exploits of Robin and his crew and publishing them for other singers to boost the signal. Alanna worries that doing this is exposing fellow entertainers to threats greater than they can handle, but also recognizes that they would still be in danger regardless.

Alanna has also been able to help the Merry Men more directly on a few occasions through the use of her odd superpower. Able to hear sounds higher (and lower) in frequency than most humans, she has occasionally managed to vocalize a noise in such frequencies that can daunt and daze others who hear in that range, such as many of the unusual guard animals employed by the enemy. This is painful and uncomfortable for her, of course, as she is equally able to hear the noise that she makes. On still rarer occasions, Alanna has managed to imitate the ultrasounds used by certain technological remote controls, though this takes even more effort on her part.

Alanna Dale -- PL 6

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

Powers:
Ultrasonic Hearing:
Senses 1 (ultrasonic hearing) - 1 point
Ultrasonic Shriek: Auditory Perception Area Affliction 6 (Resisted by Fortitude; Dazed, Stunned), Limited Degree, Quirk (only affects targets with ultrasonic hearing), Subtle, Unreliable - 3 points

Advantages:
Attractive, Beginner's Luck, Defensive Attack, Defensive Roll, Improved Defense, Improved Disarm, Improved Trip, Improvised Weapon, Teamwork, Uncanny Dodge.

Skills:
Athletics 5 (+5), Close Combat: Unarmed 4 (+6), Deception 4 (+9), Expertise: Civics 5 (+7), Expertise: History 5 (+7), Expertise: Magic 2 (+7), Expertise: Performance 6 (+11), Insight 6 (+9), Investigation 4 (+6), Perception 5 (+8), Persuasion 5 (+10), Stealth 5 (+8).

Offense:
Initiative +3
Unarmed +6 (Close Damage 0 or by weapon)

Defense:
Dodge 7, Parry 6, Fortitude 3, Toughness 3/1, Will 7

Totals:
Abilities 36 + Powers 4 + Advantages 10 + Skills 28 + Defenses 14 = 92 points

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

Complications:
Justice--Motivation. Desire For Fame. Hunted by the Authorities.


"Every town
Has its ups and downs
Sometimes ups
Outnumber the downs
But not in Nottingham."
 
Vizier
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As yet, no person from the World in the Aftermath has encountered the individual known only as the Vizier of Hell. Jeanie Rayne of the Discovery Company glimpsed him briefly while flying through the palace of Asmodeus during the first visit that her team paid to that worst of all possible worlds, but he was only one of many strange entities that she sighted during her reconnaissance and she had and has no idea of his significance. Even the members of the twisted kakistocracy of Hell know little about him, only that he recently arrived in the court of Asmodeus and soon had the ear of its master. That, and the fact that he has thwarted their every attempt to remove him from his office and existence.

When he becomes a more familiar face to the heroes and villains of the World in the Aftermath -- he is only focused on that reality, rather than the others that Asmodeus seeks to rule -- there will be those who will take him for a counterpart, in some sense, of Sun Wukong, since he is known to use certain phrases that the Great Sage Ape employs. (Such as referring to the illusions he creates as "deeper truths".) As the extent of his foreknowledge becomes clear, the horrifying possibility that he is a time traveling and corrupted future version of Wukong will be floated. The Vizier will encourage these misunderstandings as much as possible, as he can only benefit from them.

The truth is that he is a time traveler, but he is not Wukong. Gobhuna was born in the same valley as the hero, and trained in the same disciplines, and competed with the vanara who would become Wukong ferociously -- but fairly. He believes that he was more adept at the disciplines of their people, but that his rival was his better in strength and determination. Ultimately, the key difference between them was that he was only competing half-heartedly, as the notion of using his power to travel among and aid humanity did not truly appeal to him, while Wukong gloried in it. When Wukong won, Gobuna offered him sincere congratulations and returned to his studies. In the present day, he is still there.

But in the future, things are different. Ten years from now, when the Argonauts attack and defeat the Powerhouse, Wukong will be one of those who escape the disaster and go into hiding. The Argonauts and their backers will assume that he will retreat to the hidden valley of the vanara, and annihilate it to prevent him and other opponents from using it as a sanctuary. A traumatized Gobhuna will be one of the few survivors; his faith in ashes, he will swear an oath of vengeance. Pursuing his goal will take him back in time and across dimensions to Hell, where his foreknowledge earns him a place at the side of Asmodeus.

The goal of the Vizier is to use the forces of Hell to prevent the Argonauts from destroying the vanara. Nothing less, and nothing more. He will claim that this is because of the self-destructive nature of the change to his own timeline that he seeks to make, as the paradox will destroy him. He dares not act against the Argonauts in any other way. While this is true, it fails to tell the whole story. The whole truth is that Gobhuna blames all of humanity for the actions of the Argonauts, and so will never intervene to prevent them from doing harm to other humans. As long as he can prevent the genocide of his people, he cares nothing for anyone else.

Whether or not Asmodeus has realized the true intentions of his supposedly most-faithful servant is not yet clear ...

Vizier -- PL 14

Abilities:
STR
7 | STA 9 | AGL 6 | DEX 5 | FGT 8 | INT 5 | AWE 4 | PRE 4

Powers:
Force of Will:
Array (48 points)
  • Mind Over Matter: Perception Range Damaging Move Object 12 - 48 points
  • Mind Over Mind: Illusion 12 (all senses), Resisted by Will - 1 point
  • Mind Over Power: Perception Range Burst Area Damage 11, Variable 2 (energy) - 1 point
  • Mind Over Time: Cumulative Affliction 16 (Resisted by Will; Dazed & Vulnerable, Stunned & Defenseless, Paralyzed), Extra Condition
Shielded Mind: Enhanced Defenses 6 (Will 6); Impervious Will 14, Limited to Mental Effects - 13 points
Supernatural Durability: Immunity 3 (aging, disease, poison); Protection 6, Impervious 14; Regeneration 10 - 33 points
True Sight: Senses 8 (mental awareness, visual senses counters all concealment and illusion) - 8 points

Advantages:
Benefit (Vizier of Hell), Defensive Attack, Fascination (Persuasion), Fearless, Improved Initiative, Multilingual, Power Attack, Ritualist, Speed of Thought, Takedown, Well-informed.

Skills:
Acrobatics 4 (+10), Athletics 2 (+9), Deception 7 (+11), Expertise: Current Events 8 (+13), Expertise: Dimensional 8 (+13), Expertise: Magic 8 (+12), Perception 8 (+12), Persuasion 9 (+13), Stealth 4 (+10).

Offense:
Initiative +9
Unarmed +12 (Close Damage 7)
Mind Over Time +8 (Close Will 16)
Mind Over Matter -- (Perception Range Damage 12)
Mind Over Power -- (Perception Range Burst Area Damage 11)

Defense:
Dodge 10, Parry 12, Fortitude 10, Toughness 15, Will 18/12

Totals:
Abilities 96 + Powers 105 + Advantages 10 + Skills 29 + Defense 17 = 257 points

Offensive PL: 12
Defensive PL: 14
Resistance PL: 14
Skill PL: 8

Complications:
Vengeance--Motivation. Secret
(time traveller)

Note: Should stats for the present-day, PL 9 incarnation of Gobhuna be required, reduce INT, AWE and PRE by 2 ranks each, reduce his Force of Will array to 36 points, drop Mind Over Time and reduce each other effect rank by 3 ranks, drop Shielded Mind power, and reduce Protection to 3 ranks and Impervious to 9 rank; drop Benefit and Ritualist from advantages, drop Expertise: Magic from skills and replace Expertise: Dimensional with Expertise: Philosophy. His motivation is Faith, and he has the additional complications of Dislike (humanity), Inhuman Appearance, and Rivalry (Sun Wukong.)
 
Darkwheel
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Even more so than usual, some of the rumors about what Darkwing is getting up to in Chicago are starting to seem a bit crazy. After all, it makes no real sense for him to also be using a high-powered automobile, which would be slower and less maneuverable than the flying suit that is his trademark. Some have argued that the vehicle should really be considered more of an urban tank, better armored and able to mount heavier weaponry than he can carry. But that almost always leads to someone joining the discussion with the news that they saw the roadster transforming into a giant robot, which normally gets the whole discussion locked.

Darkwheel, to use the name that he has since adopted, never anticipated coming to Earth. On Ectotronia, he seemed for all the world like a loyal member of his faction. The truth was that his loyalties were more personal than that, focused on a friend of his who was a factionalist. And then his friend underwent a disturbing personality change after examining some old infrastructure, and joined up with the Eradicating Aeon in an attempt to serve Vulcan, and Darkwheel followed him into that, too. And then Eradicaton and his army turned against Vulcan when they realized that it had no idea they even existed, and Darkwheel kept following. And then his friend decided to keep following Eradicaton as some sort of space pirate and Darkwheel finally gave up and abandoned his friend.

He somehow managed to survive coming down through the atmosphere and landed in Lake Michigan, not far from Chicago. Fortunately for his continued survivor, Darkwing and Dancer were out on the lake that night, trying to clean up what they assumed would be unliving wreckage from the space battle that had come down. Darkwheel convinced them of his peaceable intentions, and had a long conversation with the two of them as they took him into the city for repairs and refueling.

Darkwing quickly came to a group of conclusions. First, there was something really comforting about the human-like voice that the Ectotronian refugee used. Secondly, whatever words the translator was using, "friend" was not the right term for the relationship involved in this situation. Finally, the robot both felt an immense amount of guilt for what he had done in the name of that relationship, and had no idea how to deal with that guilt in a productive manner. Teddy Beauregard sympathized, and explained the concept of atoning for previous bad acts through subsequent good ones to the robot, and explained one way that he might do that.

His weapon systems have been replaced by a non-lethal substitute. He works with Darkwing while the human scientist tries to figure out how to artificially replicate the process known as "neural bonding" so that they can cooperate more efficiently. In the process, Darkwheel has had the chance to communicate with his home world, and been asked by Hardhead to take up his role of keeping an eye on the rest of the Ectotronians on Earth while the former focuses his efforts on creating a more unified Ectotronian civilization than has ever existed. That is a huge and difficult task, but such is what he sought as a way to make amends, after all.

Darkwheel -- PL 9

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

Powers:
Metataser Cannon:
Ranged Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated); Easily Removable (-8 points) - 12 points
Passenger Compartment: Feature 2 (can carry two passengers, three if they get comfy) - 2 point
Reconstruction: Immortality 5 (minimum of 1 day), Check Required (Technology, DC 20) - 1 point
Robot in Disguise: Immunity 30 (Fortitude effects); Morph 1 (roadster); Protection 4, Impervious 8 - 47 points
Sensors & Communications: Radio Communication 3 (regional); Senses 3 (commnication link with Darkwing headquarters, darkvision, direction sense) - 15 points
Size-shifting: Permanent Growth 4 (15 feet; +4 Strength, +4 Protection, +2 Intimidation, -2 Dodge, -2 Parry, -4 Stealth), Innate; Enhanced Growth 2 (22 feet; +2 Strength, +2 Protection, +1 Intimidation, -1 Dodge, -1 Parry, -2 Stealth) - 18 points
Wheels: Speed 6 (150 MPH) - 6 points

Advantages:
Defensive Attack, Eidetic Memory, Power Attack, Precise Attack (Ranged, Cover), Startle, Teamwork.

Skills:
Close Combat: Unarmed 3 (+9), Expertise: Military 8 (+9), Intimidation 4 (+9/+8), Investigation 6 (+7), Perception 6 (+8), Ranged Combat: Cannon 6 (+8), Stealth 4 (+1/+3), Technology 5 (+6).

Offense:
Initiative +0
Unarmed +9 (Close Damage 8/6)
Metataser Cannon +8 (Ranged Fortitude 10)

Defense:
Dodge 6/8, Parry 8/10, Fortitude Immune, Toughness 10/8, Will 7

Totals:
Abilities 40 + Powers 106 + Advantages 6 + Skills 21 + Defenses 18 = 186 points

Offensive PL: 9
Defensive PL: 9
Resistance PL: 5
Skill PL: 4

Complications:
Atonement--Motivation. Unfamiliar With Earth Culture. Weakness
(must consume large quantities of processed fuel or cease to function.)

Note: If using Revised Growth and Shrinking, replace listed Growth with Permanent Growth 2, Construct and Enhanced Growth 1, Construct, reducing total cost by 2 points.

"I know what it's like to try and rebuild a life. I had a bad day too, once."
-- In loving memory of Kevin Conroy.
 
Dr. Constance Lodge
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In another world, she might have been the superhero. (Or the villain, perhaps.) She was the first of her generation to discover that she had the ability to cause people to break down in fear just by thinking about it, the same power that her older and younger brothers would discover in themselves after she told them about it. But while those two would consider this and ask the question, "How can/should I use this?", which would eventually lead them into the publicity stunt that became the Grim Family, Constance Weathers asked the question, "Why can I do this?", which would lead her into her own career path.

The question has never been answered to her satisfaction, though she thinks she has a reasonably good working model of the process. This has allowed her to learn how to use it in a much more low-key manner than the other members of her family do, without the glowing eyes. Constance has encouraged them -- especially her daughter Mira (aka Sneer) -- to undertake the psychic exercises that permit this, but they have only ever humored her a bit. Frustrating, but she does understand that the transformation she undertook has also made the talent a bit sporadic at times. Since she rarely has call to use it, that works for her, but the others cannot say the same.

Not a Hyperbrain, Dr. Lodge is simply an industrious and intelligent scientist who has worked in both the operational and administrative branches of a number of R&D firms, quietly ignoring the occasional invitations she has received from the Morrison Institute. She is convinced that joining them would be the first step towards not only her own exposure, which would be bad enough, but also the revelation of her family secret. How much of this is a realistic concern and how much a stubborn delusion, inspired by more than three decades of keeping that secret, is hard to say.

Currently, Dr. Lodge is employed as Chief of Operations at Econotech Services Limited in Vancouver, and has been since 2019. While most of her focus is on the work that they do there, she does pay attention to the news and has heard rumors about a masked criminal active in the city who has powers concerningly like those of her family. On Timeline α, she will likely decide to contact the Guardians about this individual; on Timeline β, where they are missing in action, she will probably soon reach out to members of her family to assist her in discovering the truth about him. Either course of action will bring her and her allies into conflict with the Shēngxiào.

Dr. Lodge is married to a former office manager turned househusband, Newton Lodge, who is apparently unaware of the powers of his wife and daughter, and who supposedly has no idea that the latter has been a vigilante active in Phoenix since she was fifteen. Supposedly, the shock of these revelations would kill him.

Dr. Constance Lodge -- PL 8

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

Powers:
Fearsome Presence:
Selective Visual Perception Area Affliction 8 (Resisted by Will; Vulnerable, Defenseless, Paralyzed), Subtle, Unreliable - 17 points

Advantages:
Benefit 3 (millionaire), Eidetic Memory, Improvised Tools.

Skills:
Deception 4 (+6), Expertise: Business 4 (+8), Expertise: Science 5 (+9), Insight 4 (+7), Investigation 3 (+7), Perception 4 (+7), Technology 4 (+8).

Offense:
Initiative +2
Unarmed +1 (Close Toughness -1)

Defense:
Dodge 6, Parry 5, Fortitude 2, Toughness 1, Will 8

Offensive PL: 8
Defensive PL: 4
Resistance PL: 5
Skill PL: 4

Totals:
Abilities 28 + Powers 17 + Advantages 5 + Skills 14 + Defenses 15 = 79 points

Complications:
Discovery--Motivation. Family. Secret.
 
Le Sconse
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Little has ever been definitively told about the true identity of the man, still somewhat famous in Quebec, known as le Sconse (the ... well, guess.) When speaking of himself in the third person, as he is wont to do, he sometimes calls himself Joseph, but when asked whether this is his first or his last name, he has always promptly said "Yes." (Given that the name "Pepe" is a shortened form of Joseph, this should perhaps not be taken as an honest response.)

He has likewise claimed dozens of different origins for his talents. He was bitten by a radioactive guess. He is from another planet where everyone is a guess. He was kidnapped and horrific experiments were performed on him that turned him into a human guess. While passing through a dark woods midway through his life's journey, he was confronted by the great spirit guess and ordered to go into the world and fight evil with the powers of a guess. He has never claimed that he just discovered that he had claws, keen senses and the ability to expel musk and just went with it, so that seems likely to be what really happened.

Le Sconse made his debut in 2000, fighting crime in Gatineau and the surrounding area. (He made a great show of never crossing over into Ottawa, once declaring that criminals he pursued there had suffered a much worse fate than anything he could come up with.) He was treated as something of a joke in the media, but eventually became a somewhat beloved figure in Quebec, despite the fact that no one took him all that seriously, especially in the way that he played the part of an incredibly romantic and alluring man.

Despite this, he was invited to join the Guardians when they formed in 2003, but turned the offer down on the supposed basis that he was not a team player. (Well, what he actually said was that he could not possibly commit to joining any group of women since it would make all the other groups of women cry their hearts out and probably inspire them to self-harm.) Somehow, he managed to avoid serious injury during the coup attempt, and actually managed to seem solemn when he attended the memorial service for the group later that year.

His appearances have been growing more and more rare over the last decade, and he seems to have calmed down quite a bit, aging into a beloved national symbol. He has often been invited to take part in celebrations of la Fête nationale, but has always declined, stating that he would probably become so anxious as to ruin the festivities by accidentally ... well, guess. (Given that he is well-aware that l'Évêque and his organization will only tolerate him as long as he remains in Gatineau, there are likely other motives to his refusal than this.)

Le Sconse -- PL 7

Abilities:
STR
3 | STA 4 | AGL 3 | DEX 2 | FGT 5 | INT 1 | AWE 3 | PRE 2

Powers:
Claws:
Strength-based Damage 2 - 2 points
Musk: Ranged Cumulative Affliction 8 (Resisted by Fortitude; Dazed & Olfactory Impaired, Stunned & Olfactory Disabled, Olfactory Unaware), Accurate 2, Extra Condition but Limited Degree, Independent, Limited to One Sense, Unreliable (5 uses) - 30 points
Senses: Senses 5 (acute extended 2 tracking scent, low-light vision) - 5 points

Advantages:
All-out Attack, Defensive Roll, Evasion, Improved Initiative, Power Attack, Startle, Takedown, Uncanny Dodge.

Skills:
Athletics 7 (+10), Close Combat: Claws 4 (+9), Expertise: Survival 8 (+9), Intimidation 7 (+9), Perception 8 (+11), Stealth 6 (+9).

Offense:
Unarmed +5 (Close Damage 3)
Claws +9 (Close Damage 5)
Musk +6 (Ranged Fortitude 8)

Defense:
Dodge 7, Parry 8, Fortitude 5, Toughness 6, Will 5.

Totals:
Abilities 46 + Powers 37 + Advantages 8 + Skills 20 + Defenses 10 = 121 points

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

Complications:
Acceptance--Motivation. Bad Reputation
(thinks of himself as God's gift to women.) Occasional Backslide Into Thinking Like That.

Note: For his PL8 stats in the early 21st century, increase STA, AGL, FGT and AWE by 2 ranks each and INT by 1 rank, and increase Athletics to 9 (+12).

J'suis le meilleur dans ce que je fais. Mais ce que je fais de mieux n'est pas très beau.
 
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Der Schmelzer
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While he himself regards the details of his life as quite inconsequential, he has occasionally managed to relate them to others under appropriate circumstances. Born in 1977, Ludwig Weber was orphaned in 1989 and taken in by a think tank in his native West Germany. He graduated from the institution in 1996 and went into the employ of the Bundesrepublik immediately afterwards. His career was hardly noteworthy until after the attack by Cerebron, at which point he was assigned to a program to reverse engineer weaponry used by drones in the attack, based on salvaged examples. Specifically, he was given the task of studying a still-functional weapon system that appeared to cause its targets to melt and then vaporize.

This was when he fell in love for the first and so far only time in his life. Captious critics might describe what he calls "love" as a fixation or obsession, but he genuinely believes that the rapture he experiences when employing any of the corrosion guns he has constructed cannot be described as anything less than an adoration for the mechanism. While willing to discuss the effects of the weapons he builds with anyone at any time -- to the point where it is difficult for him to focus on any other topic -- he absolutely refuses to discuss how they work. His love is a jealous one, and no one else can ever be allowed to know the joy that he feels.

That jealousy was what led to the start of his criminal career, in 2006. Momentarily distracted by rumors that one of his colleagues was also developing a method of disintegrating matter, he proceeded to murder him in a highly public manner and then escaped. (This was not his first murder, of course, as he had killed several other colleagues who had seemed to be investigating his research or otherwise annoyed him, but always in a way that escaped discovery.) He regards this episode with as much embarrassment as he can feel, since he would subsequently learn that he had misunderstood the rumor, which were actually about experiments his victim, Dr. Wille Geiszler, was conducting in the field of dematerialization.

Over the next few years, der Schmelzer ("the Smelter") engaged in a variety of crimes intended to obtain the resources with which to continue his development of an improved corrosion gun. He was a frequent opponent of der Fahrer, finding it somewhat amusing that his adversary was clearly the beneficiary of the technologies devised by Geiszler. While never able to deal a permanent end to the motorcycle-riding hero, he was never permanently captured, either, always finding a way to escape whenever briefly held.

Because of his demonstrated skill in dealing with the highly-mobile Fahrer, in 2009 der Schmelzer found himself invited to travel to the United States by members of the Swords bureau of Tarot to discuss the possibility of conducting operations against the Blue Bolt, who had interfered with a number of their operations in recent months. The prospect seemed interesting, and so he agreed and was flown from Frankfurt to New York. A few inconclusive duels between the two of them ensued, at which point the Cups bureau took command of the operation and attempted to purchase his weapons and other technology for their own use.

Horrified at the idea of selling his only love, der Schmelzer made his escape but was annoyed to find himself stranded in the United States for the foreseeable future as a result. Well, so ist das eben. He has continued his work in this region, and not much has changed, really. However, the devices he created to inform him if someone else in his area was employing corrosion or disintegration weaponry have lately been registering signals. He has naturally investigated and discovered what seem to be signs that such devices were recently used, but no sign of their user. Further study is clearly needed.

der Schmelzer -- PL 8

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

Powers:
Corrosion Gun:
Linked Ranged Weaken Toughness 8, Affects Objects; Linked Ranged Damage 8; Easily Removable (-16 points) - 24 points
Protective Costume: Immunity 1 (own powers); Protection 3; Removable (-0 points) - 4 points
Sensory Gear: Senses 4 (acute extended 2 disintegration awareness); Removable (-0 points) - 4 points

Advantages:
Defensive Roll, Equipment 10, Evasion, Improved Initiative, Power Attack.

Equipment:
50 points of equipment for any given job, typically vehicles and headquarters.

Skills:
Expertise: Science 6 (+12), Intimidation 7 (+10), Ranged Combat: Corrosion Gun 5 (+8), Perception 6 (+9), Stealth 5 (+7), Technology 5 (+11).

Offense:
Initiative +6
Unarmed +2 (Close Damage 1)
Corrosion Gun +8 (Ranged Fortitude 8 and Damage 8)

Defense:
Dodge 9, Parry 7, Fortitude 4, Toughness 7/5/4/2, Will 6.

Totals:
Abilities 44 + Powers 32 + Advantages 14 + Skills 17 + Defenses 17 = 124 points

Offensive PL: 8
Defensive PL: 8
Resistance PL: 5
Skill PL: 6

Complications:
Psychopathy--Motivation. Trademark
(only enters through an entryway he creates.)
 
Superstar
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It sometimes seems a bit surprising that someone who has been active as a superhero for almost a quarter of a century has managed to maintain a secret identity for as long as Superstar has. Perhaps it should not, since Paragon has done the same. But on the other hand, Paragon has never been a regular on Hollywood Squares. For someone who seems to be as driven by a desire for fame as Superstar, it might seem incredible that he has never even once thought of unmasking for the celebrity of it. But perhaps there is more to him than that. A bit more, maybe.

Brian Ashford was born in 1979 and raised in Pittsburg, Kansas. From a young age, he excelled in sports, and had every expectation that he was going to go to college on a football scholarship and then go pro. These hopes were dashed in the middle of his senior year when his parents decided that they had a responsibility to reveal to him that he was a superpower, something they had concealed from him at the request of his coach, who had in turn managed to fool the tests which should have seen him excluded from competition. To his credit, Brian never blamed his parents for this, though this may have been because he had even then begun to see the opportunity this represented.

Two years later, after getting an associate degree from community college and seeing the debut of other superheroes, Brian headed west to Los Angeles, which soon saw the debut of Superstar, one of the most public-facing heroes of the start of that second age. The versatility and spectacle of his powers covered up the way that they were not all that potent, and the showmanship that Superstar demonstrated won him the adulation that he sought. Unlike many of his colleagues at this time, Superstar was always happy to cooperate with the authorities and received their cooperation in return -- or so everyone agreed to pretend, and the pretense was what mattered, right.

By 2000, enough superheroes had appeared across the United States to make the assembly of a new team, like the Institute, seem plausible. Unlike that episode, the new group was the brainchild of the same publicity agency that Superstar employed instead of the federal government. Nevertheless, Superstar was happy to lend his assistance to forming the Civic Champions of America, with the understanding that he was going to be the leader of the group once it got going. Unfortunately, it never did.

Seriously injured during the Cerebron assault, he was barely back in the game by the time that the 2006 coup almost put him out of action for good. While he has continued to make public appearances as Superstar up to the present day, providing a calming public voice during the Konan invasion and joining forces with the Magnificent Seven on one of their early cases, Superstar is largely considered a semi-retired hero, a ... mostly-respected elder of the superpower community. He remains on-call to handle situations concerning his most noteworthy nemesis, the Wringer, but mostly because he is the only one who takes the latter seriously.

His parents are gone, now, and their safety was the real reason that he kept his identity a secret. Maybe he should tell all. Maybe that would help someone ...

Superstar -- PL6

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

Powers:
Basic Flight:
Linked Flight 5 (60 MPH); Linked Sustained Impervious Toughness 6, Subtle - 17 points
Multikinetic Feats: Array (10 points)
  • Exoskeletal Field: Enhanced Strength 5; Dynamic - 11 points
  • Propulsion Field: Enhanced Flight 5 (2000 MPH); Dynamic - 2 points
  • Reaching Field: Perception Range Move Object 3, Precise - 1 point
  • Shining Field: Environment 1 (bright light); Perception Area Cumulative Affliction 4 (Resisted by Dodge, Overcome by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to One Sense - 1 point
Telescopic Vision: Senses 3 (extended 2 vision, low-light vision) - 3 points

Advantages:
Agile Feint, Benefit 3 (millionaire), Connected, Extraordinary Effort, Improved Grab, Improved Initiative, Inspire 2, Move-by Action.

Skills:
Expertise: Popular Culture 8 (+9), Insight 6 (+8), Investigation 6 (+7), Perception 6 (+8), Persuasion 6 (+10).

Offense:
Initiative +7
Unarmed +4 (Close Damage 8/3)

Defense:
Dodge 5, Parry 6, Fortitude 6, Toughness 6, Will 5

Totals:
Abilities 54 + Powers 35 + Advantages 11 + Skills 16 + Defenses 7 = 123 points

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

Complications:
Fame--Motivation. Reputation
(even more obsessed with fame than he actually is.) Secret Identity.

Note: In his prime, he was PL9; increase STR to 4, STA to 8; increase Sustained Impervious Toughness to 8, increase his Multikinetic Feats array to 14 points, increase Exoskeletal Field to rank 7, add Sustained Protection 4 to Propulsion Field, increase Reaching Field to rank 4, increase Perception Area Cumulative Affliction to rank 6; drop Benefit to 2 ranks.
 
The Wringer
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By all accounts, up until 2001 Stanley Garfield was a good-tempered and reasonably well-adjusted man. He was employed as a nurse in Cedars-Sinai Medical Center, and had a good reputation among his co-workers. While not in a committed relationship, he had a wide circle of friends and intimates. If he was at all noteworthy, it was that he had a hobby of bodybuilding. And that, unfortunately, was the start of all his troubles.

While engaged in his regular workout, Garfield happened to notice one of his acquaintances subtly receiving a packet containing an unknown substance from a third person whom he did not recognize. As a health care provider, he was well-aware of the drugs, both legal and illegal, that some of his fellow bodybuilders used to either encourage muscle growth or ease the pain caused by their routines. Under most circumstances, he would probably have just reported the episode to the gym management and forgotten about it. Before he could do so, the unfamiliar person approached him and attempted to interest him in the substance he was distributing with, of course, the first hit coming for free.

Garfield responded poorly to this inveiglement, and took a swing at the person who was making the offer. He had not realized that this individual was accompanied by a pair of bodyguards, as the latter looked just like everyone else. Nor had he any notion that the person whom he had just attacked, and was being restrained from attacking again, was something of a psychopath, who answered this assault on his person with a dramatic escalation -- to wit, forcibly overdosing Garfield with the drugs he was supposed to be selling. (Before you ask, no, his employers, an early form of the Muscle Factory, were not impressed by this, and he has never been seen since.)

A comatose Garfield was rushed to a hospital. He was not considered likely to awaken, but was kept on life support nonetheless. Somehow, he both beat the odds on that possibility and survived the attack by Cerebron, which took place mid-way through his coma. Even before he woke, however, it was obvious to his physician that he had been mutated by his experiences, which rendered his skin impermeable to ordinary injections. When he finally regained consciousness, it seemed possible that he would use these talents for the good of humanity.

That did not happen. Instead, escaping from the hospital at the earliest opportunity and abandoning any connection to his former life, Garfield promptly began seeking out fights -- ideally with other superpowers, but anyone willing to stand up to him would do. He dubbed himself "the Wringer", claiming that anyone who opposed him would be put through that mechanism. Despite that boast, it quickly became apparent that he was not seeking to win these fights, but rather enjoying the violence directed against him.

Somehow, he managed to avoid lethal injury during his first year of activities, despite encountering at least one rather violent vigilante who threw him off the roof of a six-story building. He survived that, but was never able to locate that person for what he would have considered a rematch. Instead, he found himself most consistently opposed by Superstar. To the credit of the fame-obsessed defender of Los Angeles, Superstar recognized that the Wringer was more of a danger to himself than anyone else and managed to capture him without doing him any injury. However, he escaped from custody and went after Superstar again and again and ...

That has been the routine for the last two decades, with occasional variations. Of these, perhaps the most noteworthy was the period between 2016 and 2018 when his compulsions seemed to be in abeyance thanks to a combination of new neurochemical and psychotherapeutic treatments. During this time, Garfield was trusted with the role of one of the wardens of a small community of recovering superpowers in Camarillo. Unfortunately, he eventually developed a resistance to the chemicals used in his treatment and resumed his earlier patterns of behavior, which have continued up to the present day.

The Wringer -- PL 8

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

Powers:
Broken Mind:
Immunity 20 (mental effects), Limited to half effect - 10 points
More Resistant Than He Wants To Be: Impervious Protection 6 - 12 points
Second Wind: Healing 5, Reaction (when staggered or worse), Self only - 20 points

Advantages:
Diehard, Fearless 2, Improved Initiative, Interpose, Move-by Action, Seize Initiative.

Skills:
Athletics 5 (+7), Close Combat: Unarmed 1 (+5), Deception 5 (+5), Expertise: Streetwise 6 (+6), Perception 5 (+6), Persuasion 4 (+4), Stealth 4 (+7), Treatment 6 (+6).

Offense:
Initiative +7
Unarmed +5 (Close Damage 2)

Defense:
Dodge 4, Parry 5, Fortitude 5, Toughness 11, Will 5.

Totals:
Abilities 32 + Powers 42 + Defenses 6 + Skills 18 + Defenses 8 = 107 points

Offensive PL: 4
Defensive PL: 8
Resistance PL: 5
Skill PL: 2

Complications:
Masochism--Motivation. Notoriety.
 
Karshist
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Nyadrab, like all cities on the planet Muraddin, does not have a day-night cycle, so it would be incorrect to say that its nights have been troubled of late. But it does have hours where most businesses are shuttered and most people are in their homes, and those hours have lately seen a great deal of violence and crime. A new organization is rising in Nyadrab, in opposition to both the authorities and the established criminal element, Vaskhane, with influence based on strange and occult powers. Of course, even with such wild talents, they would still need more mundane talents as well, and quite a few local criminals have hitched their star to this nameless brotherhood of evil, motivated by self-preservation or more honest greed.

Even these criminals have learned relatively little about their masters. Putting all the pieces together, what would emerge would be the tale of a collective of seven talented individuals who were facing serious opposition from an enemy, and so fled from their original home, far away from here, and arrived on Muraddin a few months ago. Supposedly, all that they initially sought was a small chunk of territory for themselves on the dark side of Muraddin, but their attempts to obtain this through legal means were thwarted, leaving them no choice but to pursue their goals through criminal ends -- and if that was to be their fate, then they might as well conquer the city, the planet, and the entire Technate.

This is the tale told by the leader of the brotherhood, Karshist, but there are a number of key elements left out of that account. Perhaps most importantly, their original home was not only far away in space, but also in time. They travelled to Muraddin through the structure known as the Pillars of Eternity from three or four hundred years* in the future. (As time travel is believed impossible by all but the most informed citizens of the Technate, this would be disbelieved even if it was known.) Secondly, the supposed attempts to obtain what they sought through "legal means" should be understood as arriving at a Technate land office and demanding that the region they had selected be turned over to them, and regarding the polite refusal to do so as insolence and impertinence.

Initially, their twilight campaign seemed to be going rather well, but Karshist was first amused to learn that a group of strange sentinels were appearing to oppose them ... then concerned that these so-called Greentwins were doing so successfully! How could any group of soldiers, equipped with mere mechanisms, possibly oppose those who had mastered the hidden powers of the universe? It is beyond bewildering, and yet a mystery that Karshist must solve if he would retain that name!

To clarify -- "Karshist" is a title that is treated as a name. Meaning "director", it was given to its current owner by the other members of the group when he brought them all together, and confirmed when he led them through the portal to their present locale. But if he cannot triumph against their opposition, it will not be long before the other members of the brotherhood grow weary with his failures and seize his authority. And while the current Karshist is most concerned about the possibility of losing his authority (and possibly life) he is also somewhat frightened of what his "colleagues" will do once they are in charge of their operations. They are nowhere nearly as mild-tempered or forgiving as he.

Thus, he must find a way to defeat and destroy the Greentwins, and possibly find potential allies who can reinforce his position. He has recently heard rumors of another mystical threat to the Technate, who still featured in legends that existed in his native era. Possibly this Dread Rose entity might be willing to cooperate with them -- she cannot possibly be as terrible as the exaggerated tales tell, after all.

Karshist -- PL 11

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

Powers:
Defensive Imbuements:
Linked Enhanced Defenses (Dodge 8, Parry 8); Linked Sustained Impervious Protection 5; Removable (-5 points) - 21 points
Lord of Illusions: Array (100 points)
  • Illusory Minions: Active Summon 9, Horde, Multiple Minions 3, Variable 2 (spooky monsters) - 1 point
  • Illusory Shield: Selective Burst Area 3 Affects Self and Others Concealment 10 (all senses), Resistable by Will - 1 point
  • Illusory Threats: Illusion (all senses) 11, Independent, Resisted by Will; Perception Range Damage 11, Resisted by Will, Reversible -- 100 points

Power Stunts:
Perception Range Cumulative Affliction 11 (Resisted by Will; Various Conditions), Reversible

Advantages:
Fascinate (Intimidation), Improved Defense, Ritualist, Startle, Well-informed.

Skills:
Deception 4 (+11), Expertise: Magic 6 (+13), Insight 9 (+11), Intimidation 5 (+12), Perception 8 (+10), Technology 6 (+9).

Offense:
Initiative +0
Unarmed +2 (Close Damage -1)
Illusory Threat -- (Perception Range Damage 11)

Defense:
Dodge 11/3, Parry 13/5 , Fortitude 4, Toughness 5/0, Will 12

Totals:
Abilities 26 + Powers 123 + Advantages 5 + Skills 19 + Defenses 20 = 192 points

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

Complications:
Power--Motivation. Cowardice
(afraid of both his opposition and his peers.) Neither Mild-Tempered Nor Forgiving. Secrets (origins.) Unfamiliar With Modern World.

"In Holstenwall, where I was born, a travelling fair had arrived ... and with it, a mountebank."
 
Greentwins
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Greentwin armor mode
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Liu Bannavie

There are many unanswered questions about the response that the Bureau of Law Enforcement has made to the developing situation in Nyadrab, even before one considers the unanswered personal questions about Doctor Shpakker, the Albadine Bureau agent chosen to direct that response. How was he able to realize, within a few cycles of the start of hostilities, that the opposition was employing illusory assaults? Where did the technology used to resist and overcome those assaults come from? And, considering the manufacturing capacities of the Technate, why have only six of the vehicles used by the team been produced?

Most of the operators of the Greentwin assault vehicles are not concerned with these issues. Recruited from within the Bureau, they have been taught what they need to know about using them, and focus on doing that instead of wondering about the how and why of their situation. They recognize that the technology involved in their advanced functions, which teleports certain components to them when they convert the vehicles to their armor mode, is probably beyond their understanding, but have been reassured by Dr. Shpakker that it poses much less danger to them than it does to the enemy.

Most, of course, is not all. Liu Bannavie was a civilian caught up one of the first Greentwin operations, assisting in the rescue of one of the original operators who suffered serious injuries in that conflict. As she proved able to resist an illusory attack through sheer willpower, Dr. Shpakker expressed an interest in recruiting her for his unit. As friends of hers had also been injured in that conflict, Bannavie likewise expressed an interest in being recruited, and underwent the same training as the others, earning high marks from their hand-to-hand combat instructor, an acquaintance of the doctor known as Junko.

However, Bannavie has also made it clear that she has no intention of pretending to be any sort of good soldier. She is in this for her own reasons, and does not see the need to play well with others. Most notably, she has painted both her Greentwin and her battle armor in a reddish tone, simply to assert her uniqueness. Somewhat to her annoyance, Dr. Shpakker found this either charming or amusing, depending on how his remarks dubbing her the Red Queen of the unit can be interpreted.

Greentwin -- PL 7

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

Powers:
Greentwin Transformation:
Activation (Move Action, - 1 point)
* Armored Form: Protection 6, Impervious 4 - 10 points
* Autoblaster: Ranged Multiattack Damage 8, Accurate; Easiy Removable (-10 points) - 15 points
* Communicators: Senses 3 (communication link with partner, communication link with base, radio) - 3 points
* Psychic Defenses: Immunity 5 (illusory effects); Senses 4 (visual senses counter concealment [illusory] and illusion) - 9 points
* Sensory Enhancement: Senses 2 (infravision, ultravision) - 2 points
* Servomotor Assistance: Enhanced Strength 4; Speed 3 (16 MPH) - 11 points

Advantages:
Defensive Attack, Equipment 8, Power Attack, Ranged Attack 2, Teamwork.

Equipment:*
Armored suit (Protection 4), Blaster Pistol (Ranged Damage 5).
Skycycle: Size Medium Strength 4 Speed 7 (air) Defense 15 Toughness 5 Features Remote Control, Senses 3 (direction sense, radio, time sense), Subtle Flight - 24 points
*All of this equipment is transformed and incorporated into the Greentwin form when it is active.

Skills:
Athletics 2 (+7/+3), Close Combat: Unarmed 4 (+7), Expertise: Streetwise 4 (+5), Investigation 4 (+5), Perception 5 (+6), Technology 3 (+4), Vehicles 4 (+6).

Offense:
Initiative +1
Unarmed +7 (Close Damage 5/1)
Autoblaster +6 (Ranged Multiattack Damage 8)
Blaster Pistol +4 (Ranged Damage 5)

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

Totals:
Abilities 20 + Powers 49 + Advantages 13 + Skills 13 + Defenses 16 = 111 points

Offensive PL: 7
Defensive PL: 7
Resistance PL: 5
Skill PL: 2

Complications:
Responsibility--Motivation. Secret Identity. Others As Needed.


Liu Bannavie is PL 8 and modifies this character sheet by reducing INT to 0, increasing AWE to 2 ad PRE to 2, removing Teamwork and adding Attractive, Defensive Roll and Inspire to her advantages, increasing Expertise: Streetwise to 5 and adding Deception 3 (+5), Insight 4 (+6), Intimidation 4 (+6) and Ranged Combat: Blaster 2 (+4) to her skills, and increase Will to 8; she also has Loner and Temper as additional complications.

哀しくても/苦しくても/決してあきらめずに Ride on~
Even if you stumble,/even if you get hurt,/don't stop. Ride on.
 
Dr. Shpakker
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Many of the unanswered questions about the Greentwin project have surprisingly easy answers. The technology used to overcome the illusory assaults employed by the enemy is of technomantic origin rather than purely technological, and so has to be recreated from scratch each time it is teleported to those who need it. Even if the full manufacturing power of the Technate was backing the program, as opposed to the incredibly minute fragment that is, the nature of these components would ensure that only a small number of units can be active at any one time. Eight would be pushing it, where six is workable if often uncomfortable.

As it happens, though, technomancy is one of the smaller personal secrets of the Albadine known as Shpakker. The much greater one is that he is roughly eight hundred years* old. He came by this longevity naturally, rather than through esoteric study or genetic manipulation, though it is likely that those from whom he inherited it were the subject of both. Certain personality traits that were often associated with that longevity ensured that he shunned the company of his fellows, and those who would have known him personally soon passed away.

By some three centuries ago, he had become a technomancer through the use of a long-vanished artifact. Some unknown episode prompted him to investigate ways of eliminating his dependence on the artifact, in ways similar yet not identical to that which would eventually be devised by the Lumati. While his implants cannot be neutralized by removing crystal nodes from the surface of the body, as with those of the Lumati, they remained vulnerable to electromagnetic interference, as those of the Lumati were not.

Having achieved this, Shpakker found himself bereft of any further goals he needed to accomplish. So he remained on the planetoid he had claimed for himself within the Enigma Sector, occasionally accepting guests but doing little to encourage them, engaged in odd experiments of only personal interest. He was not content, exactly, for he had the sense that he was wasting his time and talent, but could not find the motivation to change his ways.

Then Captain Mystic sought him out, during her own quest to learn how to use the technomantic abilities of her amulet. Shpakker gave her what help he could, which proved to be rather little, and then gave her advice on the next phase of her quest. In turn, what she told him of her life in the Technate, and before that on Earth, inspired him to -- at least for a while -- abandon his hermit-like existence and travel to Muraddin to see these places for himself. He saw much that left him less impressed with this culture than the Captain was, but also much that seemed quite admirable.

Therefore, he found himself moved to join the Bureau of Law Enforcement, with the recommendation from Yuriko helping clear the way. During the past five years* he assisted in many different cases, still practicing the virtues of invisibility that he had been taught and posing as a simple scientist and telepath rather than using his true talents. But when the situation in Nyadrab began, he was quick to realize what was going on, and quick to develop means of opposing it. He believes that he has at last found a cause worthy of him ...

... and so the situation in Nyadrab, to some degree, recapitulates the conflict between technomancy and mysticism that began the Schism War. Whether it will blow up into something every bit as terrible remains to be seen.

Doctor Shpakker -- PL 9

Abilities:
STR
0 | STA 1 | AGL 2 | DEX 3 | FGT 3 | INT 7/4 | AWE 3 | PRE 3

Powers:
Implants:
Enhanced Advantage 3 (Eidetic Memory, Speed of Thought, Technomancer); Enhanced Intelligence 3 - 9 points
Longevity: Immunity 1 (aging); Immunity 2 (disease, poison), Limited to Half-effect - 2 points
Telepathy: Mental Communication 2 (1 mile); Mind Reading 5 - 18 points

Advantages:
Assessment, Benefit (security clearance), Connections, Contacts, Defensive Roll, Eidetic Memory, Equipment 10, Fearless, Improved Defense, Leadership, Speed of Thought, Teamwork, Technomancer, Uncanny Dodge.

Equipment:
Protective uniform (Protection 2, Subtle), Stunbeam Projector (Ranged Cumulative Affliction 5 [Fortitude; Dazed, Stunned, Incapacitated]), and 10 points of equipment as needed.
Headquarters: Size Large Toughness 12 Features Combat Simulator, Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Library, Living Space, Power System, Security System, Workshop - 22 points.

Skills:
Close Combat: Unarmed 3 (+6), Deception 6 (+9), Expertise: Galactic 3 (+10/+7), Expertise: Science 6 (+13/+10), Insight 9 (+12), Investigation 4 (+11/+8), Perception 8 (+11), Persuasion 8 (+11), Ranged Combat: Stunbeam 4 (+7), Technology 7 (+14/+11), Treatment 2 (+9/+6)

Offense:
Initiative +1
Unarmed +6 (Close, Damage 0)
Stunbeam Projector +7 (Ranged Fortitude 5)

Defense:
Dodge 7, Parry 6, Fortitude 3, Toughness 5/3/1, Will 9

Totals:
Abilities 38 + Powers 29 + Advantages 20 + Skills 30 + Defenses 16 = 133 points

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

Complications:
Responsibility--Motivation. Secret
(longevity, technomancer.) World-Weary.

"It's amazing how much mature wisdom resembles being tired."
 
Garett Carrnabby
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In 1993, horror and suspense author Garett Carrnabby was surprised that his visitor, one Evelyn Baugh, who had been referred to him as someone seeking to write a piece on his forthcoming book, The Shrew Untamable, began their conversation by explaining that she was in desperate need of his help. Through careful reading of his published works, she had realized that he must have had numerous encounters with supernatural forces which had inspired his books, which invariably featured a main character who seemed based on Carrnabby himself. The final touch was her discovery that he had been consulted by JSOT during one particular scheme of the Pythonians.

Evelyn was certain that he was the only person she could possibly turn to in order to deal with the malevolent haunting of her family mansion, which she had begun to suspect was seed of a horror whose survival might loose untold terrors on all mankind. At last, Carrnabby admitted that she was correct in her assessment, and agreed to help her. Together, they journeyed within and deep beneath the mansion, discovering the horrors that were there. Tragically, Evelyn sacrificed her life to defeat the malevolent spirit that was behind all of it, and all that Carrnabby could do was to immortalize her sacrifice in print and continue to oppose the supernatural wherever and whenever he could.

Not every statement in the foregoing two paragraphs is a lie. Let us first rewind a bit. Garett Carrnabby (born Jason Molloy in 1968) was (and still is) a hack. While many of his books were both good and original, the parts that were original were generally not good and the parts that were good were seldom original. (Whole sections of his biggest selling work, To Dream in the City of Regrets, were plagiarized from an unpublished novel by Geoffrey Tempest.) While possessed of a talent for sensing the influence of supernatural forces, he had always used this ability to avoid such entanglements. While he was consulted by the Taskforce in 1987, his interviewers soon realized that he had no useful intelligence and was trying to manipulate their discussion to his own benefit.

When Evelyn sought him out, he was still seeking his own advantage when he agreed to accompany her. He did so throughout their investigation, somehow keeping her from realizing his fundamentally self-serving attitude throughout. And, ultimately, on discovering the exact depths of their difficulty, Evelyn did not sacrifice her life to defeat anything -- Carrnabby unhesitatingly sacrificed her life to accomplish that, and to prevent any rumors of his cowardice and venality from getting out. She had the last laugh, however, for while he would probably have written his account as a novel and pretended it was all just a weird tale, Evelyn had told several of her confidants about working with the "great investigator", and they had told their friends, and so on and so forth, and people kept coming to him for help!

Throughout the nineties and start of the new millennium, this kept happening over and over, with him sought out for his supposed wisdom and courage. Carrnabby was not always the sole survivor of these episodes, but he always managed to arrange that those who made it out alive either sincerely believed that he had done all that he could to save everyone or had secrets of their own that they did not want exposed. And through it all, he kept writing his stories and making lots of money off these tragedies and farces.

His path finally came to an end in 2011, on the one and only occasion that he crossed paths with Maureen Summerisle, who realized the truth of what he had done in using an entire family of Irish travelers as bait for a creature similar to a mythical redcap, causing the deaths of all but one of them. Carrnabby threatened to expose the secrets that Maureen was keeping if she publicized the affair, but she was perfectly willing to have everything about her become common knowledge if it meant his downfall. He backed down quickly, and agreed to "retire" from chasing monsters if she would just let him be. Against her better instincts, Maureen agreed to this, but she has kept an eye on his retirement in Minneapolis ever since then.

Garett Carrnabby -- PL 6

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

Powers:
Mystic Awareness:
Senses 3 (acute radius mystical awareness) - 3 points

Advantages:
Defensive Roll 2, Equipment 4, Luck 3, Ritualist, Ultimate Effort (Deception), Well-informed.

Equipment:
Pistol (Ranged Damage 3) and 14 points of equipment as needed.

Skills:
Deception 7 (+11), Expertise: Magic 6 (+10), Expertise: Streetwise 7 (+8), Expertise: Writer 6 (+7) Insight 8 (+10), Intimidation 4 (+8), Investigation 8 (+9), Perception 6 (+8), Persuasion 6 (+10), Ranged Combat: Guns 4 (+7), Sleight of Hand 6 (+9), Stealth 6 (+7).

Offense:
Initiative +1
Unarmed +4 (Close Damage 0)
Pistol +7 (Ranged Damage 3)

Defense:
Dodge 6, Parry 4, Fortitude 3, Toughness 6/1, Will 7

Totals:
Abilities 32 + Powers 3 + Advantages 11 + Skills 37 + Defenses 12 = 95 points

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

Complications:
Fame & Fortune--Motivation. Constant But Not Compulsive Liar. Dark Secrets.
 
Killshot
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He was best known for claiming that he had a plan for every situation -- especially how to enter any conflict in a way that maximized his results and minimized his risks, and how to exit one in the same manner. Perhaps the problem arose when he took it for granted that the tactical precepts that guided these plans were applicable to all situations, not just combat. Or perhaps his claims were just self-promotion.

Lester Gracie was born in 1964, in the Scottish village of Balloch, about sixteen miles northwest of Glasgow. The oldest and only son of his family, he was also the only child of his father to follow him into service with the British Army, enlisting right after the start of the Pythonian Insurgency. Unfortunately, his service with the regiment was relatively brief, as he was given a medical discharge in 1983 after volunteering for a super-soldier treatment that seemed to fail. While he had not suffered immediate ill-effects from the chemicals injected into him, he was not expected to live long.

He beat those odds, and one Christopher Potter sought him for the talents he had developed, in hopes of using him for clandestine operations directed against the Pythons at home and abroad. (Potter was unimpressed with the performance of the official British response to the Insurgency, which he correctly suspected of being sabotaged by dark forces.) Taking the ops moniker Killshot, Gracie was teamed with a Finnish witch who went by the name Zenobia. It was not too long before the two of them ended up partners in more than one way.

Their first child was born in 1986, and given into the care of his aunt and uncle when he was only a few months old, and raised under the alias Nicholas Grey. By 1989, however, the reputation of the pair for causing far too much collateral damage in their operations resulted in them being disavowed by Potter. Left without other options, they started working as mercenaries for a variety of non-Pythonian criminal interests. While working for a Japanese syndicate in 1991, they found themselves thoroughly overcome in a conflict with Captain Mystic, and Killshot went to prison while Zenobia fled.

Ironically, prison proved a boon for Killshot; he was freed to develop his faculties further, especially as the rather eccentric warden in charge of the facility was fond of setting up lethal martial arts matches between the prisoners. This ultimately led his successful escape after serving only five years of his sixty year sentence. Reuniting with Zenobia, the two of them resumed their mercenary careers as the second age of superheroics got under way.

This time, though, their partnership fell apart on its own. After Zenobia gave birth to twin daughters in 1999, she expressed a desire to settle down for a while, which disgusted Killshot. When he took the younger of the twins with him, it was with the intention of taking her to Surrey and dumping her with his sister and brother-in-law, having finally decided to insert himself into the life of his older son now that he was probably old enough to start learning the family business.

To his anger and dismay, however, the boy was no longer with his foster parents, as Potter had apparently conned them into handing him over! Unable to locate his old handler, Killshot eventually resigned himself to the necessity of training his daughter with the skills that he had learned. He was disconcerted and resentful to realize that, even as a child, she was faster on her feet than he was. He nevertheless managed to take out his frustrations on her and keep her from realizing that she could easily run away.

But the time he spent doing this was time in which he was also slowly starting to lose his edge. By the time he was first hired to deal with the Ultra Girls, he was already no longer quite so respected and dreaded in the mercenary community as he had been even a decade earlier. And then his doctor gave him the bad news. Whether due to a lingering complication of the treatment he'd gotten more than twenty years earlier, or factors he had encountered in his long career since, he had cancer.

It probably could have been treated. He probably could have lived longer. But the rage that he felt over all of this overpowered him, and he found an exit on his own terms, knowingly inflicting the trauma that turned his daughter into the sworn foe of the Ultra Girls.

Killshot -- PL 10

Abilities:
STR
3 | STA 4 | AGL 5 | DEX 5 | FGT 7 | INT 2 | AWE 2 | PRE 0

Powers:
Customized Blaster Rifle:
Ranged Damage 8, Accurate, Improved Critical; Easily Removable (-6 points) - 12 points
Fast Footed: Speed 2 (8 MPH) - 2 points
Fast Healer: Regeneration 2 - 2 points
Fast Thinker: Enhanced Advantage 2 (Improved Initiative 2); Quickness 4, Limited to mental - 4 points

Advantages:
All-out Attack, Assessment, Defensive Attack, Defensive Roll, Diehard, Equipment 6, Favored Environment (planned situations), Great Endurance, Improved Aim, Improved Critical (blaster rifle), Improved Initiative, Ranged Attack 5, Takedown, Ultimate Aim.

Equipment:
Body Armor (Protection 3), Sword (Strength-based Damage 3, Improved Critical), and 23 points of equipment as needed.

Skills:
Acrobatics 4 (+9), Athletics 6 (+9), Close Combat: Sword 4 (+11), Deception 8 (+8), Expertise: Military 8 (+10), Expertise: Streetwise 6 (+8), Insight 6 (+8), Intimidation 10 (+10), Perception 8 (+10), Persuasion 8 (+8), Stealth 6 (+11), Technology 6 (+8), Vehicles 4 (+9).

Offense:
Initiative +17
Unarmed +7 (Close Damage 3)
Sword +11 (Close Damage 6, Crit 19-20)
Blaster Rifle +12 (Ranged Damage 8, Crit 18-20)

Defense:
Dodge 10, Parry 11, Fortitude 7, Toughness 9/7/6/4, Will 8

Totals:
Abilities 56 + Powers 20 + Advantages 23 + Skills 42 + Defenses 18 = 159 points

Offensive PL: 10
Defensive PL: 10
Resistance PL: 8
Skill PL: 6

Complications:
Mercenary--Motivation. The Sheer Volume of his Personality Flaws Beggars Belief.


Note: These stats represent Killshot around his death in 2014. His prime was between 1996 and 2004, when he was PL 11. Increase his STR to 4, STA to 5, DEX to 7, and AWE to 4, increase his Enhanced Advantage to 4 ranks (adding Close Attack 2) with the Quirk (Close Attack is only enhanced against targets with a lower Initiative total), and increase Dodge to 11 and Parry to 12. In the 1980s, during the Python Wars, he was only PL 8; subtract 2 from all abilities except PRE, drop the Customized Blaster Rifle but increase his Enhanced Advantage as described above, increase his Equipment budget to 10 ranks but drop Improved Critical and Ultimate Aim, and reduce Deception to 6 (+6), Intimidation to 8 (+8), and Persuasion to 6 (+6).
 
Imperium
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Art by Michael Kingery

Making his within weeks of the first appearance of Darkwing, Imperium was the first superhero to be based in New York during the second age of superheroics, his name deriving from both the Roman styling of his armor and an association with the Empire State. Tragically, both the armor and the human within would be victims of the assault by Cerebron, with both of them blown to bits during the defense of Manhattan. There was not enough of the human operator left to be identified, but it was believed that he must have also been the inventor and manufacturer of the armor, since no successor to the identity ever emerged.

The actual reasons for that are more complicated. The story begins a decade or so before Imperium debuted, when a Staten Island-based think tank delivered a report to the Pentagon outlining their proposal for the so-called Future Soldier program, intended to produce an affordable set of powered armor for the Army. Cecil Watkins, a graduate of the think tank, was the lead designer on the project and suffered immense humiliation after the prototype had a major breakdown while being demonstrated.

Cecil believed that his prototype had been sabotaged by Pythonian infiltrators, and proceeded to go underground until after the end of the Insurgency. Even after he came out of hiding in 1994, it was clear to those who knew him that the experience had been traumatic, resulting in some decidedly paranoid tendencies. However, he was still able to focus on his work, and began constructing an improved version of the prototype in his garage. (Note that this was the garage of a manor on Staten Island; he had access to almost-cutting edge tools and materials instead of scraps.)

By 1998, he had developed what he considered a functional suit. That was when his younger brother Matt, recently discharged from the Army, came home to find that Cecil was planning to use his invention to hunt down those who had sabotaged the demonstration, on the assumption that they were too clever to have been captured. Matt had quite a few objections to this line of reasoning, but chose instead to focus on some practical issues -- chiefly that Cecil was seriously underqualified to use the armor he had built.

Once Matt got his brother to agree to let him operate the suit instead, it became somewhat easier to also convince him that immediately seeking out these malefactors would not be all that effective. It would be more efficient to draw them out by making a spectacle of the suit in activity, since they would clearly be clever enough to recognize it as an improved version of what they had sought to ruin. And so Imperium made his debut, "posing" as a straightforward crime fighter.

Matters did not go all the ways that Matt wanted them, though. He was excited to be invited to join the Civic Champions of America when they formed, where Cecil was skeptical and suspicious of the group, believing that they might be a ploy of the Enemy. Consequently, Cecil hid the fact that the group had issued a call to action, so that it seemed that Imperium had ignored it. He subsequently justified his actions by pointing out that no one else had shown up, so that it would not have mattered if one hero had done so. Matt was angry about this, and it began to create a split between the two brothers.

That split had not resulted in a parting of ways between them by the time that Matt was killed in action, however, and it is hard to say for sure that it would have. Cecil is convinced that they would have worked things out, though for most of the last two decades he has had other things to worry about, focused on redesigning the suit so that it would be able to endure what destroyed the previous version. He has finally managed to build one that satisfies him, but possesses enough presence of mind to recognize that he is now even less qualified to use this suit than he was back then.

He needs to find someone he can trust to use it ... which borders on the impossible for someone who trusts absolutely no one.

Imperium - PL 8

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

Powers:
Empire City Battlesuit:
Removable (-11 points)
* Armored Shell: Impervious Protection 8 - 16 points
* Mechanical Servos: Enhanced Strength 5 - 10 points
* Sealed Systems: Immunity 4 (disease, poison, suffocation) - 4 points
* Sensor Equipment: Senses 5 (communication link with headquarters, direction sense, distance sense, radio, time sense) - 5 points
* Thruster Pack: Flight 7 (250 MPH) - 14 points
* Weapon Systems: Array (8 points)
  • Beam Slam: Ranged Damage 8, Unreliable - 8 points
  • Deflector Beam: Deflect 8 - 1 point
  • Tractor/Presser Beam: Move Object 8, Limited to moving towards or away from source - 1 point

Advantages:
Accurate Attack, Equipment 3, Improved Initiative, Move-by Action, Ranged Attack 4.

Equipment:
Headquarters: Size Large Toughness 10 Features Communications, Computer, Concealed, Fire Prevention System, Hangar, Infirmary, Laboratory, Living Space, Power System, Security System, Workshop - 15 points

Skills:
Athletics 3 (+10/+5), Close Combat: Unarmed 3 (+6), Expertise: Military 5 (+8), Intimidation 4 (+6), Perception 5 (+7), Stealth 4 (+6), Technology 6 (+9).

Offense:
Initiative +2
Unarmed +6 (Close Damage 7/2)
Beam Slam +7 (Ranged Damage 8)

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

Totals:
Abilities 38 + Powers 48 + Advantages 10 + Skills 15 + Defenses 14 = 125 points

Offensive PL: 8
Defensive PL: 8
Resistance PL: 6
Skill PL: 5

Complications:
Thrills--Motivation. Family
(brother.) Secret Identity.

Note: While Cecil developed forty-two versions of the original suit during its operating life, none of these versions were statistically distinct from each other, involving minute differences in performance.
 
Josadius, Tyrant of Ituffik
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The word used for the formal title of the ruler of Ituffik, a reasonably large state far to the west of the ruins of Thalesia, can be translated as "Tyrant". In Troatian, as in English, this word has denotes an absolute ruler unrestrained by law, or one who has come to power without constitutional right. Only the former meaning applies, for the rulership of Ituffik has been handed down from parent to child for generations without interruption. But there is no law that says it must be, and a Tyrant of Ituffik could declare anyone they please to be their chosen child and heir, secure in the knowledge that this adoptive child will conduct themselves in a way becoming the ruler of Ituffik.

Of course, this matter is helped by one of the peculiarities of this nation; in Ituffik, the dead guide the living. In most cases, all that this means is that the head of each family in the nation is advised by the ancestral spirit of the founder of their family. And "advise", again, is a word deliberately chosen. The spirit is only a voice speaking into the mind of their host; they have no power to compel obedience from their heirs, and all that the ancestor can do in the case of a host who refuses to listen is to wait until the latter makes a fatal mistake and hope that the next family head will have more sense.

The spirit that possesses each Tyrant of Ituffik is not most cases. Josadius grants his host great physical power, but completely suppresses their personality. There are a handful of such mighty spirits at large in Ituffik, but Josadius has managed to dominate all of the others through force of personality, and if they are reluctant to serve him then they have learned not to demonstrate that. All of them share the same goals of power and vengeance, regardless; their goal is to rule as much of the world as they can, in spite of whatever gods may exist.

Long ago, another kingdom, with a name known only to these spirits, existed on the lands where Ifuffik now rests. Its rulers possessed sorcery far beyond that of any of the realms of this fallen world, and their puissance offended the jealous gods. So it was that their realm was destroyed in a single terrible day, giving rise to the spirits who now haunt this land -- and even most of them had forgotten all that they were, attaching themselves to mortal survivors to become both their guardians and those of their descendants. But Josadius and his kind have never forgotten.

The influence that Josadius has on his current host, originally named Kassandar, could be temporarily removed by any of the common magics that end mind control. But it is deeply rooted, and will reassert itself once those exorcistic spells lose their potency. Permanently ending his possession will be much more difficult, yet still possible. Once freed, Kassandar will be grateful despite the loss of power he has endured. However, he will still have the same territorial ambitions as Josadius; for all his inhumanity, the spirit is entirely rational and realistic in what he considers his short-term goals. Kassandar will be more inclined to achieve those ambitions through negotiation, but war remains a tool he is willing to use and whose methods he has learned from a master.

And Josadius is only the mightiest of the spirits of Ituffik ...

Josadius - PL 11

Abilities:
STR
8/4 | STA 7/3 | AGL 3 | DEX 2 | FGT 7/3 | INT 2 | AWE 3 | PRE 6/2

Powers:
Blessed (?) Armor:
Impervious Protection 6; Senses 2 (low-light vision, acute mystical awareness); Removable (-2 points) - 12 points
Possession: Enhanced Advantages 6 (Diehard, Improved Disarm, Improved Grab, Move-by Action, Ritualist, Well-informed); Enhanced Fighting 4; Enhanced Presence 4; Enhanced Stamina 4; Enhanced Strength 4; Immunity 20 (mental effects) - 52 points

Advantages:
Benefit (Tyrant of Ittufik), Diehard, Equipment, Fast Grab, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Inspire 2, Leadership, Move-by Action, Power Attack, Ritualist, Startle, Weapon Bind, Well-informed.

Equipment:

Greatsword (Strength-based Damage 3, Improved Critical 2).

Skills:
Athletics 3 (+11/+7), Close Combat: Greatsword 4 (+11/+7), Expertise: Magic 5 (+11/+7), Expertise: Warfare 8 (+10), Insight 6 (+9), Intimidation 6 (+12/+8), Perception 6 (+9), Persuasion 4 (+10/+6).

Offense:
Initiative +7
Unarmed +7/+3 (Close Damage 8/4)
Greatsword +11/+7 (Close Damage 11/6)

Defense:
Dodge 7, Parry 9/5, Fortitude 7/3, Toughness 13/9/7/3, Will 8

Totals:
Abilities 44 + Powers 70 + Advantages 11 + Skills 21 + Defenses 11 = 157 points

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

Complications:
Power--Motivation. Power Loss
(Possession, if subjected to Nullify Mind Control.)

Secret History of Josadius: The truth is, the Ascendants had nothing to do with the disaster that enveloped the elder kingdom of Kirsu. The sorcery with which the ancestors were experimenting had dangers that they failed to appreciate, and the destruction of the kingdom and the transformation of many of its most adept practitioners into psychic symbiotes was a lamentable accident. The war that Josadius and the others believe they are fighting is entirely one-sided.
 
You Can't Stop Phase One

The shuttlecraft was broadcasting no identification codes, and responding to no hails. One communications operator from the Technate colony on the surface of Vulcan had sent up transmission after transmission begging whoever was operating the vessel to abandon their heading, as it was taking them towards the only settlement on the artificial planet that always responded to visitors with lethal violence. Eventually, someone with cooler head in the Technate signals division had gotten that operator replaced after determining that there were no life forms aboard the shuttlecraft.

No organic life forms, at least.

The shuttle arrived at the exact pre-arranged coordinates at the exact pre-arranged time, and its access panel opened to reveal the only passenger within, who slowly descended in the microgravity, coming to rest at the exact pre-arranged distance from the much larger figure who was waiting there, looking down at her.

"Eradicaton," the small figure said -- or rather transmitted, for all conversation in this vacuum-open region took place through radio. ("Said" and the like will nevertheless be employed throughout what follows.)

"Zane," replied the giant robot. "Your audacity continues to impress me, if not your supposed --"

"I am presently known as Metalika," interrupted the first speaker.

Eradicaton showed no sign of anger at the interruption. "Yes," he agreed. "I had heard that you have abandoned your flesh for the superiority of mechanism. You begin to show some signs of intelligence by doing so. But do not imagine this creates some kinship between us."

"I don't," replied the smaller robot. "Shall we cease posturing and move on to the substance of our conversation?"

Eradicaton made a show of spreading his hands. "I await your proposal."

"I am in possession of certain information you will find useful," said Metalika. "You are in possession of the means to exploit that information with greater ease than I could. I will give you this information in exchange for a vanishingly minute quantity of what you will gain from it. To be specific, one billionth of the total mass of the asteroid whose coordinates and dynamics I have calculated."

"And what interest should I take in an asteroid?" asked the Ectotronian, clearly humoring his guest at this point.

She told him.

Eradicaton ceased to be indifferent. "Really," he said. "And you would want --"

"Between 0.8 and 1.6 kilograms. The remaining billion or so would be yours, to employ for whatever purposes you see fit."

"I believe that I perceive your own purposes," Eradicaton mused.

"Then you begin to show some signs of intelligence."

He affected to ignore that. "Would your plan not reduce the value of what I would then possess?"

"Not particularly," she answered. "There are others. And more are likely to come in the near future."

"True," he agreed. "I could take the information from you."

"You could try to do so," she corrected.

"Hmmm. Yes, you would probably purge it before I succeeded. I would have only the satisfaction of ending a former biological who dares imagine herself my peer for my troubles." A while he stood considering this, before he made a gesture like that of a shrug. "No, not enough. I agree to your proposal. Let us discuss the details."

She nodded, saying nothing about how he would have had much less than that.

And thus ended phase one.

To Be Continued.
 
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Hamahl The Vast
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Allowing his subordinates to refer to him in such a way is one of the few positive examples of his mercurial sense of humor. He will occasionally claim that his Thacelian family was originally part of a larger clan called "the Vaasta", and that the nickname is actually a mispronunciation of that clan name that he tolerates in their honor. This is an outright lie, but it would be most unwise to point that out in his hearing. His sense of humor only goes so far.

Some forty years ago, the child who would become the master criminal of Galantri was sold by his desperately poor family to a group of monks devoted to Denari (or Asterius as he is known in these lands) and taken away to a remote mountain fastness. There, expecting to be taught to copy religious texts and perform other tasks of bookkeeping, he was surprised to instead be taught various martial and mystical disciplines. He learned what they had to teach over the next decade, but on realizing that he would be expected to sacrifice all earthly pleasures for the sake of their agenda, he broke and found a way to flee the place.

He returned to his home, unsure if he desired reunion or revenge, but found that both were to be denied him. The wealth his family had received from the monks had been swiftly exhausted; his parents had worked themselves to death afterwards, and his siblings were scattered to the four corners of the world. Separated from both of the families he had known, he sought to find another and became enmeshed in the criminal underworld. His talents allowed him to survive and the ruthlessness he quickly learned allowed him to prosper.

During the rule of the Committee of Public Security, most of the other influential criminals in Galantri either fled the country or were slaughtered by the authorities. While Hamahl betrayed some of his rivals to the agents of the Committee, for the most part he and his followers worked to support the resistance. He realized early on that the goals of the twisted leader of the Committee were to reduce the nation to a collection of villages, much like Thacelion had been, and wanted no part of this. Besides, he could discern the touch of the divine on her, and would have distrusted her for that alone.

Surviving into the post-Committee era, Hamahl has since found himself in a different difficult position. While he has no liking for the Optimos party and knows that he is both known and despised by Amagda Levent, the Populos party is being guided by Estima Lilly Vlauros ... from whom he once again perceives the stench of Ascendant influence. Is the world -- or at least this small part of it where he lives -- never to be free of their meddling? Well, at least he is rich and growing richer. Cold comfort, but he has learned to take all that he can get.

Hamahl The Vast -- PL 7

Abilities:
STR
3 | STA 5 | AGL 0 | DEX 1 | FGT 5 | INT 3 | AWE 4 | PRE 5

Powers:
Mystical Awareness:
Senses 2 (acute mystical awareness) - 2 points
Swift Recovery: Immunity 2 (disease, poison), Limited to half effect; Regeneration 5 - 6 points

Advantages:
Assessment, Benefit 4 (millionaire, crime boss), Chokehold, Connected, Defensive Roll, Fast Grab, Improved Defense, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Power Attack, Ritualist, Speed of Thought, Ultimate Toughness.

Skills:
Athletics 6 (+9), Close Combat: Unarmed 4 (+9), Deception 3 (+8), Expertise: Criminal 7 (+10), Expertise: Magic 4 (+9), Expertise: Streetwise 7 (+10), Insight 7 (+11), Intimidation 5 (+10), Perception 5 (+9), Persuasion 6 (+11).

Offense:
Initiative +7
Unarmed +9 (Close Damage 3)

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

Totals:
Abilities 52 + Powers 8 + Advantages 18 + Skills 27 + Defenses 12 = 117 points

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

Complications:
Greed--Motivation. Law-Abiding Citizen
(poses as one, at least.)
 
Raghba
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She despises the Umbrians. Not sure why, really, but something about them really turns her stomach. She would frantically deny that it has anything to do with the way that the marks tend to mistake her for one of them -- or for some mongrel born to Umbrian and elf -- and claim that her appearance is voluntary and cannot have any influence on her. Nevertheless, she has taken great pleasure in sowing the seeds of hatred and spite against the Umbrians in Al'Aram, even though that had nothing to do with her mission.

Born in Hell some centuries ago -- she is not sure how many and does not care -- the woman called Raghba was apprenticed to a sorcerer early in her childhood and was taught to use his arts. These arts twisted her body to the point where she can (and must) expel plasma from her bald skull in a way that seems to look like flaming hair. When she deemed herself ready, she challenged her master to a duel to the death, won, and was promptly recruited by the forces of Asmodeus to act as a "recruiter" on many worlds.

The World More Sorcerous was only her most recent assignment, but she flatters herself that it has been the best use of her talents. She has generally posed as a wish-granter, leaving it ambiguous to the marks whether she is a mighty mortal spellcaster or some spiritual being. Regardless, Raghba will offer her "client" the traditional three wishes, but warn them in advance that especially complicated wishes might count as all three at once. The payment for the wishes is also the traditional "soul" -- which is not generally spelled out as meaning "you will be kidnapped, taken to hell, and enslaved for the rest of your life."

It is a point of pride to Raghba to avoid using illusions to deceive people into thinking that she has granted their wishes. If someone were to wish to have a famous beauty of history as a concubine, she would find someone similar and have one of her colleagues reshape the flesh and mind of that victim before presenting them rather than just creating a hallucination of their presence. (She would never even consider using her powers for such an imposture.) That would also count as three wishes rather than one, though she would also be nice enough to take them both to hell. The beauties rarely last long there, though. Such a shame.

She was engaged in such schemes when called upon by her fellow agents of Asmodeus to assist them in maintaining their hold on the ruler of Al'Aram, which would require the death of some Umbrian reformer. That made the notion irresistible, of course, so Raghba promptly agreed. To her dismay, they found themselves opposed and thwarted by some of the younger Ascendants of this world. While she survived and escaped, Raghba knew that she had a responsibility to report her failure to her masters. She took a while, gathering up a large load of marks to soften the punishment that she was expecting, before approaching the portal to Hell.

It failed to open. Nothing she has done, nothing any of them have done, has gotten it to open. Raghba and her fellow Hell-born are at a complete loss, and their attempts to contact Hell by other means have also come to naught. They have been abandoned in enemy territory, without even so much as a warning. What are they to do now?!

(They are unaware, and unlikely to become aware, that the events of the Anachronic Calamity have resulted in the world where they lived becoming part of the ancient past of a different world, and that Hell is now metaphysically "closer" to that world millions of years in the future. They will need some method of travelling in time to return to their home.)

Raghba -- PL 9

Abilities:
STR
5 | STA 7 | AGL 4 | DEX 4 | FGT 5 | INT 2 | AWE 3 | PRE 5

Powers:
Ethereal Form:
Concealment 10 (all senses), Passive; Linked Flight 4 (30 MPH); Linked Insubstantial 4 (affected by magic) - 38 points
Flaming Hair: Damage 3, Reaction (head is touched); Environment 1 (intense heat, light) - 14 points
Longevity: Immunity 1 (aging) - 1 points
Sorcery: Array (20 points)
  • Eldritch Bolt: Ranged Damage 10 - 20 points
  • Eldritch Guise: Morph 4 (anything) - 1 point
  • Eldritch Leap: Extended Teleport 6, Extra Mass 2 (200 lbs) - 1 point
  • Eldritch Shapes: Continuous Create 5, Equipment - 1 point
  • Eldritch Trickery: Perception Range Cumulative Affliction 5 (Resisted by Will; Figment, Phantasm, Immersion) - 1 point
Advantages:
Attractive, Connected, Daze (Deception), Defensive Roll, Fascinate (Deception), Improved Initiative, Multilingual, Seize Initiative, Skill Mastery (Deception), Taunt

Skills:
Acrobatics 5 (+9), Deception 8 (+13), Expertise: Magic 6 (+11), Expertise: Performance 4 (+9), Insight 9 (+12), Perception 7 (+10), Persuasion 6 (+11), Ranged Combat: Sorcery 4 (+8), Sleight of Hand 7 (+11), Stealth 6 (+10).

Offense:
Initiative +8
Unarmed +5 (Close Damage 5)
Eldritch Bolt +8 (Ranged Damage 10)
Eldritch Trickery -- (Perception Range Will 5)

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

Totals:
Abilities 70 + Powers 77 + Advantages 10 + Skills 31 + Defenses 16 = 204 points

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

Complications:
Fear--Motivation. Hatred
(Umbrians.) Honor (must actually satisfy any wish instead of using trickery.) Secret (servant of Hell.)
 
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Judit
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There are evils who prey only on other evils. They are still evil, even if they once were innocents on whom greater evils once preyed. The vampire called Judit sometimes understands this. But sometimes the hunger and pain overpower every other emotion, leaving only guilt in the aftermath, held in abeyance by self-righteousness.

Judit was born in France in 1828, and would have -- should have, perhaps -- died in 1841, of cholera. But as she lay on her sickbed, staring hazily at the moon, he came and took her to him. She would learn his name was Ruthven, soon enough. She learned the more famous name he had once borne much later. When she knew enough to ask why, he told her it had simply been done on a whim, nothing more. When she asked that, she was still innocent enough to believe that he was telling the truth.

It took her only a few decades to realize the curse she was under. She would forever be a child in body even as her mind developed into adulthood, helped on by the seemingly-generous education of her new father. (Perhaps the twist in his smile when she addressed him in those terms should have warned her.) It took her a while to realize that he had knowingly, willfully condemned her to an existence where she could never become his peer -- because he desired no peer. No partner. Only a toy for all of time.

The final break between them came not long after he revealed his birth name to her as though he was giving her a great gift. Out of boredom, she sought out the biographies of all those whom By--Ruthven had blighted, eventually coming to that written by his supposed niece, Elizabeth Medora Leigh. When she came to the account of the first child that Medora had born, at a young age and given up for adoption in France in 1828, a terrible suspicion was born. Returning to her homeland, she managed to find the adoption records that confirmed that the family she had known had taken her in.

Her new father was her grandfather. Knowingly. Willfully.

She has not seen him since, though she has sometimes suffered the touch of his mind on hers. He cannot command her obedience, fortunately, just as he has the freedom to ignore the commands of the King Vampire. (Just how he gained that little trick is a card he has always held close to his chest.) Judit travels from place to place in the company of a carefully-conditioned servant, on whom she relies for the arrangement of her feeding. He tricks small-time criminals of various sorts into coming into her presence, and she kills them for their blood. Or sometimes does not, if she finds a reason to avoid doing so. On a whim, perhaps.

Judit -- PL 9

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

Powers:
Blood Drain:
Linked Damage 1; Linked Weaken Stamina 6 (Resisted by Fortitude), Grab-Based, Limited to Draining 1 rank per round, Quirk (only against targets who could be affected by the Damage effect, whether or not they are) - 2 points
Ghostly: Permanent Concealment 8 (audio, radio, visual), Limited to machines, Quirk (no reflection in mirrors) - 7 points
Mental Link: Mental Communication 12 (16 miles); Mind-Reading 8 - 28 points
Shielded Mind: Impervious Will 8, Limited to mental effects - 4 points
Undead Invulnerability: Immortality 6 (16 hours), Limited (not when staked or beheaded); Immunity 30 (Fortitude Effects); Impervious Protection 6, Limited, Not Impervious against mystical damage; Regeneration 10, Source (moonlight*) - 50 points
* Full power on full moon and gibbous nights, half-power on quarter moons, one rank on crescent moons, nothing on new moons.

Advantages:
Agile Feint, All-out Attack, Defensive Attack, Defensive Roll, Fascinate (Intimidation), Fearless 2, Improved Defense, Improved Initiative, Improved Trip, Multilingual, Sidekick 15.

Skills:
Acrobatics 8 (+11), Deception 5 (+7), Expertise: Art 6 (+9), Expertise: Magic 4 (+7)*, Insight 6 (+9), Intimidation 6 (+8), Perception 7 (+10), Persuasion 4 (+6), Stealth 6 (+9)
* INT-based.

Offense:
Initiative +7
Unarmed +7 (Close Damage 5)
Blood Drain +7 (Close Damage 1 and Close Weaken Stamina 6)

Defense:
Dodge 9, Parry 7, Fortitude Immune, Toughness 8/6, Will 9

Totals:
Abilities 42 + Powers 91 + Advantages 26 + Skills 26 + Defenses 12 = 197 points

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

Complications:
Survival--Motivation. Compulsion
(must be invited into any dwelling that is not owned by self or by superior.) Easily Distracted (beauty, whether artistic or human.) Power Loss (Blood Drain and Mental Link cannot be used in daylight hours.) Weakness (can be held back by a holy symbol in the hands of a believer or by garlic.)

You let one of them go, but that's nothing new. Every now and then, a little victim's spared because she smiled, because he's got freckles, because they begged. And that's how you live with yourself. That's how you slaughter millions. Because once in a while, on a whim, if the wind's in the right direction, you happen to be kind.
 
Phase Two

Blake Rogers sat at the table, manacled hands resting atop it. He did not move in any way, subtle or blatant. He simply stared across the table at the entity who was staring at him.

"You know who I am," said Metalika after this staring contest had gone on for a while. (Being unblinking, she was bound to win after all.)

"I know who you were," replied the Reaper.

"True. I have a job that you can --"

"I don't work for monsters," interrupted Rogers.

Metalika paused. Another thing she could not do was laugh, but she could feel a sense of hilarity. "You knew what I was when you worked for me initially, Blake. You always knew that."

"Then you were --" he started to say.

Now she interrupted. "The monster is giving you an opportunity and tools by which you can destroy a different monster. Are you really going to pretend to have scruples?"

Now he moved, ever so slightly. His fingers clenched, as though trying to fold into fists. What he said, though, was, "Name the target and the method."

She did so.

He could laugh. "Well, nobody's ever tried that before," he declared. "I'm sure that --"

"The substance cannot be used as a lethal weapon directly. It is too fragile for that. It cannot be alloyed with other metals without losing its unique properties. But it still has its uses. Your sarcasm aside, you're right. Nobody has ever tried this before. And you are the only human being who can take the shot. Will you?"

Another while they sat in silence, staring at each other.

This time, he broke first, and looked away before he spoke. "I'll do it."

Metalika arose, then, and spoke as she stepped away from the table. "I thought so. I'll arrange for you to have your rifle when the bullet is ready, and you'll be transported to a sniper nest selected about four hours before it begins. Patience is --"

"What would you have done if I'd said no?" he asked.

She answered without hesitation. "Kill you, figure out how to avoid what went wrong in the discussion, then clone you and do it right the next time." Without another word, she left the room through its only door, which audibly locked behind her.
 
Mina Harker & Lucy Westenra
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Lucy (L), Mina (R)

On those rare occasions when people from the small city of Forks, Washington, meet the two strange women who have recently settled into an isolated farm house just outside of city limits, they are told that their names are Helen Chandler and Lucy Dade. Helen tends to speak for both of them, with Lucy often seeming out of touch with her surroundings; however, Lucy occasionally voices extremely precise counts of certain objects in her vicinity. Helen claims that the two of them are originally from Ireland, but their accents suggest otherwise.

If someone points out that Helen Chandler is the name of an actor who played Mina Seward in the 1931 film version of Dracula, Helen will claim to have never heard of her. If Lucy is present when this is brought up, she will likely suffer a panic attack at the mention of the title, causing Helen to end the conversation in order to take her partner back home. Depending on circumstances, Helen may or many not come back to the cinephile in question to offer her apologies -- right before she tears open their veins and drinks their blood.

The woman Bram Stoker called Wilhelmina Harker -- real name Genevieve Hosmer, if you must know -- was the only one of the "Crew of Light" to realize that, regardless of the disappearance of the mark on her forehead, the object of their hunt had eluded them. For years afterward, she clutched to the hope that he had been frightened away by the violence done to his followers and the threat of extinction he had barely escaped. Then her son died in the Somme, among other failures of hope, and she took an overdose of laudanum and went to sleep ... for sixteen hours. When she woke up, she knew that her Master had just been biding his time.

For decades, she was the foremost of the Brides of Dracula, guarding the castle while he slept and attending to his needs during his periods of wakefulness. If she served sullenly, with neither enthusiasm nor the pretense of delight, she nevertheless saw neither any way to win her freedom nor any point in seeking one out. When Dracula returned his "court" to the United Kingdom, she often served as his liaison with various branches of the government which had surrendered to him.

That was the beginning of her rebellion, for she was thus to learn the truth about what had happened to "Lucy" -- that she had not died a true death, but been secreted away and used as a source of vampiric reagents by the agency which had invited Dracula to England in the first place. And her Master had known about this and saw no point in setting her free at this point, claiming that whatever had appealed about her in the first place had surely been destroyed by then. Even when Mina humbled herself and begged for the life of her long-ago friend, Dracula bluntly refused.

There had never been any love for him in her. There had been fear and there still was. But now, there was reborn hatred, too. Finding a way to sever their bond took decades, and Mina knew that she had to wait for the perfect moment to wield this borrowed sorcery or it would never give her what she wanted. That chance finally came when she accompanied him on his assault against New York, with circumstances allowing her to convincingly fake her destruction. With that, and with help from an older enemy of the Master, she was able to free Lucy from her confinement, and escape to America.

For a while, it seemed that Dracula had been right about Lucy. It has taken time for flashes of her old personality to show through the damage that her long confinement had inflicted, but Mina is determined to gradually bring her back to as much life as either of them possess. Her motives in this are not as pure as all that, though. Something -- whether the tiny amounts of blood that Lucy was fed during her captivity or some other experiment the perverts conducted -- has changed her, such that she needs only minute amounts of blood to survive. Unlike all other vampires, she can feed on people without killing them.

At least for now, Mina feeds on Lucy after the latter hunts for both of them, with Mina accompanying her only to make sure that Lucy does not forget to do this and/or go back to her "Bloofer lady" antics. If that happens, they will have to flee this place to avoid discovery. In the long run, Mina wants to find a way to gain for herself whatever unknown factor allows Lucy to subsist on such small amounts of blood, without losing her mind in the process. To this end, she is in contact with a fellow renegade vampire, a scientist who goes by the name Dr. Claud Dominic. So far, they are only conversing through deniable internet messages, but a day must come when they trust each other to meet, bartering her knowledge of how to break the bonds that still connects him to her former Master in exchange for his skills.

What Mina does not fully appreciate is that neither the decades of captivity nor her own efforts have fully severed the link that connects Lucy to Dracula, that Lucy may not feel any more love for him than Mina herself ... but desire can exist without that.

Mina Harker -- PL 9

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

Powers:
Blood Drain:
Linked Damage 1; Linked Weaken Stamina 9 (Resisted by Fortitude), Grab-Based, Limited to Draining 1 rank per round, Quirk (only against targets who could be affected by the Damage effect, whether or not they are) - 3 points
Blood Link: Mental Communication 12 (16 miles), Limited to anyone who has drunk her blood; Mind-Reading 6, Sensory Link, Limited to anyone who has drunk her blood - 18 points
Ghostly: Permanent Concealment 8 (audio, radio, visual), Limited to machines, Quirk (no reflection in mirrors) - 7 points
Mist Form: Linked Flight 3 (16 MPH); Linked Insubstantial 2 - 16 points
Spider-Climb: Movement 1 (wall-crawling) - 2 points
Undead Invulnerability: Immortality 6 (16 hours), Limited (not when staked or beheaded); Immunity 30 (Fortitude Effects); Impervious Protection 8, Limited, Not Impervious against mystical damage; Regeneration 10, Source (coffin lined with soil from region of birth) - 53 points

Advantages:
Attractive, Fascinate (Deception), Fearless 2, Improved Grab, Improved Initiative, Power Attack, Ritualist, Startle, Well-informed.

Skills:
Close Combat: Unarmed 2 (+9), Deception 9 (+11), Expertise: History 5 (+8), Expertise: Science 4 (+7), Expertise: Magic 7 (+9), Insight 6 (+8), Intimidation 7 (+9), Perception 6 (+8), Persuasion 8 (+10), Stealth 4 (+9).

Offense:
Initiative +9
Unarmed +9 (Close Damage 6)
Blood Drain +7 (Close Damage 1 and Close Weaken Stamina 9)

Defense:
Dodge 10, Parry 9, Fortitude Immune, Toughness 8, Will 9

Totals:
Abilities 46 + Powers 102 + Advantages 10 + Skills 29 + Defenses 14 = 198 points

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

Complications:
Freedom--Motivation. Compulsion
(must be invited into any dwelling that is not owned by self.) Hatred/Fear (Dracula.) Power Loss (Blood Drain, Blood Link, Mist Form and Spider Climb cannot be used in daylight hours.) Relationship (Lucy.)

Lucy Westenra -- PL 9

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

Powers:
Blood Drain:
Linked Damage 4, Insidious; Linked Weaken Stamina 12 (Resisted by Fortitude), Grab-Based, Limited to Draining 1 rank per round, Quirk (only against targets who could be affected by the Damage effect, whether or not they are), Insidious - 8 points
Blood Link: Mental Communication 12 (16 miles), Limited to anyone who has drunk her blood; Mind-Reading 6, Sensory Link, Limited to anyone who has drunk her blood - 18 points
Call of the Night: Summon Bats 2, Horde, Mental Link, Multiple Minions 5, Self-Powered - 23 points
Ghostly: Permanent Concealment 8 (audio, radio, visual), Limited to machines, Quirk (no reflection in mirrors) - 7 points
Spider-Climb: Movement 1 (wall-crawling) - 2 points
Undead Invulnerability: Immortality 6 (16 hours), Limited (not when staked or beheaded); Immunity 30 (Fortitude Effects); Impervious Protection 12, Limited, Not Impervious against mystical damage; Regeneration 10, Source (coffin lined with soil from region of birth) - 59 points

Power Stunt:
Call of the Low: Summon Rats 2, Horde, Mental Link, Multiple Minions 5, Self-Powered


Advantages:
All-out Attack, Animal Empathy, Fearless 2, Hide in Plain Sight, Startle, Uncanny Dodge.

Skills:
Insight 6 (+9), Intimidation 10 (+9), Perception 6 (+9), Stealth 6 (+9).

Offense:
Initiative +5
Unarmed +6 (Close Damage 7)
Blood Drain +6 (Close Damage 4 and Close Weaken Stamina 12)

Defense:
Dodge 6, Parry 6, Fortitude Immune, Toughness 12, Will 6

Totals:
Abilities 24 + Powers 117 + Advantages 7 + Skills 14 + Defenses 6 = 168 points

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

Complications:
Bloodlust--Motivation. Compulsion
(counting.) Hatred/Fear/YEARNING (Dracula.) Power Loss (Blood Drain, Blood Link, Call of the Wild and Spider Climb cannot be used in daylight hours.) Rarely Verbal. Weakness (Can be held back by a holy symbol in the hands of a believer or by garlic.) Vague Memories of a Relationship (Mina.)
 
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Dr. Claud Dominic
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Art by SpinxVice

It has been said that science is a method of talking about the universe in terms that bind it to a common reality, where magic is a method of talking to the universe in terms that it cannot ignore, with the two methods rarely proving compatible. Mystics tend to devalue science, and scientists tend to be oblivious to mysticism. However, the sort of mystic who desires to have all potential sources of power working for them is likely to move beyond this prejudice, and Dracula is definitely that sort.

Dr. Claud Dominic only adopted that name when he settled in to his position in the the United Kingdom, a bit less than forty years ago. He used a variety of names before that, and had been doing so even in his mortal life as part of the German research team who attempted, without much success, to keep the monster known as Orlock under their control. When their vampire finally broke free of all restraints in 1932, Dr. Schmidt (to use the name he then used) recognized that he himself was no longer of use to his employers and could expect to be liquidated. For the sake of his own survival, he dosed himself with a formula derived from the blood of Orlock before fleeing into the night.

He only lasted about a week before he wound up shot dead. (He thinks they were probably working for the Reich, but has no proof.) Sixteen hours later, he woke up as a vampire thanks to the formula, and found himself drawn to Transylvania to become part of the court of Dracula. Initially, Dr. Dominiani (to use the name he then used) viewed this as a good thing -- he was the only scientist in service to the King Vampire and enjoyed resources and freedom that he had never known.

This gradually wore off as he kept coming up against the limitations of both his situation and his condition. Once Dracula began to gain influence in the United Kingdom, Dr. Dominic (you get the idea) no longer enjoyed that unique position. He found himself less than impressed that Dracula only seemed to use his talents to check the work of the mortal scientists in his employ, with his own experiments underfunded. The frustration finally became too much for him after the defeat in New York, and he faked his destruction and went into hiding in North Carolina.

There, freed from the restrictions that Dracula imposed on him, Dr. Dominic has achieved what he believes to be the single greatest advance in the scientific study of the vampire condition in its history. He has, through genetic engineering, created a species of pigs whose blood can satiate vampiric hunger. Unfortunately, there are still problems with the process, in that the pigs are relatively slow breeders and his collection of them would only keep him from needing human prey for about a week, at best. He has found a workaround of sorts by stealing a rapid cloning mechanism from another mad scientist which can produce one pig each day, but worries what will happen if the device ever breaks down beyond his ability to repair it.

Thus, he is extremely excited to learn all that he can about this supposed vampire that Mina Harker knows who can feed without killing. Honestly, that would be enough to motivate him to help her even without her additional offer to sever the connection that binds him to both Orlock (who probably has no idea that he even exists) and through him Dracula. (He is not going to turn down that opportunity, though.) If he can duplicate that talent in other vampires -- especially himself -- it may signal the birth of an entirely new kind of vampiric existence. Humans will also benefit from this, as they will no longer need to die for their betters. They probably will, often enough, but that is just the way of things. Do farmers get pangs of conscience when they harvest the winter wheat?

Dr. Claud Dominic -- PL 8

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

Powers:
Blood Drain:
Linked Damage 1; Linked Weaken Stamina 9 (Resisted by Fortitude), Grab-Based, Limited to Draining 1 rank per round, Quirk (only against targets who could be affected by the Damage effect, whether or not they are) - 3 points
Blood Link: Mental Communication 3 (regional), Limited to anyone who has drunk their blood; Mind-Reading 6, Sensory Link, Limited to anyone who has drunk their blood - 21 points
Blood Science: Enhanced Advantage (Ultimate Skill [Technology]); Enhanced Skills 6 (Expertise: Science 3, Technology 3); Limited, Only for tasks relating to the vampiric condition -- 3 points
Dementation: Perception Range Affliction 8 (Resisted by Will; Dazed, Compelled, Controlled), Concentration, Limitation (Compelled and Controlled target engages in randomly selected behavior), Visual Sense Dependent - 24 points
Ghostly: Permanent Concealment 8 (audio, radio, visual), Limited to machines, Quirk (no reflection in mirrors) - 7 points
Spider-Climb: Movement 1 (wall-crawling) - 2 points
Undead Invulnerability: Immortality 6 (16 hours), Limited (not when staked or beheaded); Immunity 30 (Fortitude Effects); Impervious Protection 6, Limited, Not Impervious against mystical damage; Regeneration 10, Source (coffin lined with soil from region of birth) - 50 points

Advantages:
Fearless 2, Improved Grab, Improved Initiative, Inventor, Startle, Ultimate Skill (Technology).

Skills:
Deception 6 (+8), Expertise: Magic 4 (+8)*, Expertise: Science 6 (+13/+10), Insight 5 (+7), Intimidation 5 (+7), Investigation 5 (+9), Perception 5 (+7), Stealth 6 (+7), Technology 6 (+13/+10).
* INT-based.

Offense:
Initiative +5
Unarmed +4 (Close Damage 6)
Blood Drain +4 (Close Damage 1 and Close Weaken Stamina 9)
Dementation -- (Perception Range Will 8)

Defense:
Dodge 7, Parry 5, Fortitude Immune, Toughness 6, Will 8

Totals:
Abilities 32 + Powers 110 + Advantages 6 + Skills 24 + Defenses 13 = 185 points

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

Complications:
Obsession--Motivation. Compulsion
(must be invited into any dwelling that is not owned by self or by superior.) Power Loss (Blood Drain, Blood Link, Dementation and Spider Climb cannot be used in daylight hours.)
 
Phase Three

She took a moment to contrast the two men whom she had chosen for the different steps of this project. Unlike Rogers, this one was not wearing any sort of restraints -- which was good, because his constant expressions of nervous energy would have made them shake in a most discordant manner. He was plainly terrified. Well, he should be.

At last, Metalika spoke aloud. "You know who I am," she said, mostly to see how he would react.

Houston nodded spasmodically, not saying anything in response. That was better than she had expected, really; a stammering response would have been much predictable.

Well, perhaps this would trigger it. "You have been leaking intelligence about Saturn to an unknown party," she said. Part of that was a lie. Identifying who had suborned this particular mole had been a trivial task. Still, that was irrelevant at the moment.

Again, he showed better backbone than she had expected by not collapsing on the spot, though his eyes went wide and he was breathing much more rapidly.

Time to ease the noose a bit. "I am going to regard this as an indication of your dissatisfaction with those who are currently leading the organization that I created, rather than with the organization itself. It's therefore somewhat admirable. Somewhat," she repeated.

"Thankyou," said Houston, all in a rush.

She ignored that. "I have a job for you to do," she said, enjoying the lack of interruption. "If you do it without screwing up, I will ignore the matter of your betrayal and arrange for you to be relocated and given a new identity, so that Saturn's current leadership no longer have any hold on you."

The breathing was no less rapid when he spoke, but his eyes were not so wide. The poison of hope had entered his system. "What ... do I need to do?"

Metalika extended her hand over the table and allowed the talisman to fall to its surface, then tapped it with her fingers so that it slid towards him, bouncing off his abdomen so that Houston had to clutch it with his hands. It was the one really difficult part of this. She would have greatly preferred to tear the stone apart and find out how it worked. But that would require time that she did not have.

Now Houston was staring at the stone, or perhaps as the red characters on its surface, similar to those of Linear A. She gave him a moment to do so. "This is your task. You will hold onto that object. I will arrange for you to be taken to a certain place, and there you will give a certain command, at my prompting, at a certain time. And then you will wait until I tell you that the task is complete. Any questions?"

He managed to look up from the stone. "Uh ... what command, exactly, am I going to be giving?"

Further evidence of a spine. Fascinating. She rewarded it by telling Houston exactly what command she was going to have him give to the entity subjugated to that talisman.

He stared at her. His mouth worked a bit before he found his voice. "Okay," he said at last.

"Anything else?" she asked.

"... when you said that you'll give me a, a new identity ... d'you mean a new identity as a corpse?" Houston concluded in a rush.

"Do you think I would give you an honest answer to that question if that was my plan?" she asked.

"No, I guess not," he said faintly.

"It is not, though," she said, since she believed he still had use as a patsy. Standing up, she continued. "You will live out the remainder of however many years remain to you in as much safety and contentment as you can arrange for yourself." Once again, without another word, Metalika left the room through its only door, which audibly locked behind her.

The preparations were complete.
 
Shirabe Reika
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In the bathroom of a cheap hotel room in Vancouver, a woman is crouching on a toilet, trying to breathe as quietly as she can. She had thought, in accepting her status as one of the doomed, that she would no longer be subject to fear. Learning she was wrong is really unpleasant.

Although she left long before forming any conscious memories of the city, Shirabe Reika was born twenty-three years ago here in Vancouver, to a pair of Japanese college graduates who had gotten married right before entering the work force and emigrating to Canada. Their feature seemed bright. Two years after that, her father was dead in the Cerebron assault and her mother fled back to her homeland, soon finding a new husband and father for Reika. Their future seemed ... dimmer, but not actually bleak.

Fourteen years after that, Reika learned that her stepfather had viewed his relationship with her mother as an investment, with her as its inevitable return. When she tried to tell her mother what he had done, she was beaten for "seducing him" by a woman who now viewed her as a competitor. Reika fled her home and wound up on the streets. Inevitably, she became in truth what her mother had called her, hating herself and the world and everything in it, but most especially the men who paid to own her for a while.

(She does not know this, but a year into her new life, she reached a nadir of despair that attracted the interest of Diorite. Had Haha Niwatori not distracted the Empress of Black Jade with a certain proposal, Reika might have become the next occupant of the House of the Goat. And Diorite still remembers her face.)

Somehow, she graduated from working the streets to outcall work. It was no real improvement in her circumstances, for someone else still took most of her money, but she worked less frequently. On the other hand, when she was not working, she did nothing but wait for the next call. No friends, no hobbies, no interests. No dreams of anything better.

Last year, she was hired and sent to a hotel room in Osaka. Before anything could happen, a madman wearing a pig mask broke in to the room and killed her customer with his bare hands. Whatever faint impulses to run Reika might have felt were drowned by her expectation that he would prove to be faster than her. So this was it -- she was going to die.

Well, whatever. She sat down and waited for it to happen, but Kusho -- whose name she only learned a couple days later -- decided not to kill her ("Yet", she added mentally) and instead took her home with him. The other thing she was expecting also failed to materialize. Weirdly, he just kept her around, talking to her about his life and activities. Reika eventually came to the conclusion that the monster was starved for company, and decided to just keep waiting for him to get bored with her.

Before that could happen, though, Reika found herself dragged along on a trip to America. (Vancouver is of course in Canada, but the distinction is one she never learned or has forgotten.) She happened to be in the bathroom when someone paid a visit to Kusho. Making herself as quiet as possible, she overheard a bit of their conversation. Apparently, this other woman had found out about him sparing her, and had used this as blackmail to get him to kill someone else. Now, he was being blackmailed for something different, and the visitor had just showed up to remind him of all this.

Eventually, the visitor left, and Kusho told her through the door that he was going out. Reika barely heard him. She was too busy trying to square her understanding that Kusho was only keeping her around out of some desire for company with the fact that he had killed someone else so that he did not have to kill her. It made no sense. It would have been so much easier for him to kill her.

She had value to him.

Did she have any value to herself?

In the bathroom of a cheap hotel room in Vancouver, a woman is crouching on a toilet, trying to breathe as quietly as she can. And then she is not. The next thing she knows, she is running down the hallway of the hotel room and out of the lobby. She may not know where she is going, she definitely does not speak the language and expects that no one here could possibly speak Japanese -- even if they do she may not be able to recognize it as such -- but she is finally trying to escape. If confronted, she will continue to try and escape, only collapsing into the same "wait for death" attitude if there really seems to be no way out.

And maybe, just maybe, she will run into a certain person who cares for the helpless of Vancouver ...

Shirabe Reika -- PL 0

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

Advantages:
Attractive, Close Attack.

Skills:
Deception 3 (+3), Expertise: Streetwise 4 (+4), Persuasion 2 (+2), Sleight of Hand 2 (+2), Stealth 3 (+3).

Offense:
Initiative +0
Unarmed +1 (Close Damage -1)

Defense:
Dodge 0, Parry 0, Fortitude 1, Toughness 0, Will -1

Totals:
Abilities -2 + Advantages 2 + Skills 7 + Defenses 1 = 8 points

Offensive PL: 0
Defensive PL: 0
Resistance PL: 0
Skill PL: 0

Complications:
Terror--Motivation. Cultural/Language Barrier. Hunted. No Sense of Self-Worth
(or maybe not?)
 
Fourteen years after that, Reika learned that her stepfather had viewed his relationship with her mother as an investment, with her as its inevitable return. When she tried to tell her mother what he had done, she was beaten for "seducing him" by a woman who now viewed her as a competitor. Reika fled her home and wound up on the streets. Inevitably, she became in truth what her mother had called her, hating herself and the world and everything in it, but most especially the men who paid to own her for a while.
I have this sudden urge to ask her stepdad if he's ever been in a Turkish prison or likes gladiator movies...
 
Accounts
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How has it all gone so terribly wrong? Not even a year ago, the plan was progressing wonderfully. Hadron was the figurehead of the movement, focused on the ideals of the movement and utterly removed from any contact with its foot-soldiers. A few of the smarter members of the group were jostling to claim a greater leadership once Hadron passed, but all of them were aware that they would need his help -- or more accurately, all of the secrets that he knew -- to claim that position of authority. And now it has all collapsed. At least Megawatt -- the best of the bad lot who claim that position -- is willing to listen to him, sometimes.

More than twenty years ago, Willard Gillespie was employed by a gangster based in Houston for his perfect memory, which allowed his boss to keep accurate records of his criminal activities (and the gains thereof) without running the risk of having those records discovered. Willard found the experience monotonous, but it paid well. He therefore warned his boss that trying to expand their operations into College Station was a bad idea, but found himself ignored.

After Hadron, then still engaged in occasional superheroics, arranged for the organization to be broken up, he took a moment to speak with Willard, whom the police could not tie to any actual criminal activity. Hadron recognized that Willard had been the real brains of the outfit, and offered him encouragement. It was the kindest word anyone had ever given Willard, and even though he had no interest in an honest life after this, he promised himself that he would one day repay this kindness.

Five years later, Willard thought he might have found an opportunity to do that, when he heard about the Baldwin murders. Approaching Hadron after the latter was released from the hospital, he took care of the dazed man during the next few weeks, accompanying him to the funeral of his family. He listened to Hadron as the man started to articulate his philosophy of metahuman supremacy and separatism, finding nothing disagreeable about it, and promising to help Hadron achieve his goals.

He became known as Accounts, informally dubbed the major domo of the movement. Ironically, while he did not disagree with its ideals, he did not share them, either. Hadron had his personal loyalty, but his goal was to exploit the situation to gain wealth. Through his connections within the movement, Accounts learned of the existence of the hidden superpower aristocracy, and dreamed of gaining enough money to be accepted as one of them.

(It was a dream further out of reach than he realized. The Families are willing to accept new applicants who demonstrate wealth and a sufficiently long family history of possessing powers -- but Willard Gillespie is, as far as he knows, the first member of his family to ever have any sort of ability. While faking such a pedigree would not be beyond his abilities, he does not yet realize that he would have to do this.)

And then Hadron, despite the best efforts of Accounts and other people who recognized the disaster in the making, decided to settle affairs with Billie Zane once and for all. He wound up crippled, only recovering recently and then announcing that he was no longer interested in his own damned movement! It had already fractured before that, of course, but that has really damaged its credibility. Accounts continues to work for Megawatt, but mostly out of inertia. Truthfully, he is starting to feel old, despite being only a few years into his fifties. The project continues, though.

Accounts -- PL 3

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

Powers:
Perfect Memory:
Enhanced Advantage 1 (Eidetic Memory) - 1 point
Unfazeable: Immunity 5 (interaction skills) - 5 points

Advantages:
Benefit 4 (cipher 2, independently wealthy*), Contacts, Eidetic Memory, Improved Initiative, Multilingual, Taunt, Well-informed.
* Most of his wealth is tied up in investments; if he liquidated everything, he would have Benefit 4 (multimillionaire) but probably lose his "cipher".

Skills:
Deception 6 (+7), Expertise: Business 4 (+8), Expertise: Civics 4 (+8), Expertise: Criminal 4 (+8), Expertise: History 4 (+8), Expertise: Streetwise 4 (+8), Insight 4 (+7), Investigation 2 (+6), Perception 2 (+5), Persuasion 4 (+5), Technology 2 (+6).

Offense:
Initiative +5
Unarmed +0 (Close Damage 0)

Defense:
Dodge 5, Parry 3, Fortitude 2, Toughness 1, Will 4.

Totals:
Abilities 20 + Powers 6 + Advantages 9 + Skills 20 + Defense 9 = 63 points

Offensive PL: 0
Defensive PL: 3
Resistance PL: 3
Skill PL: 3

Complications:
Greed/Duty--Motivation. Unimaginative. Utter Snob.
 
Kiki Cortes
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By and large, the people of rural Mexico are neither overly troubled by superpowers of the villainous persuasion, nor do they ever expect much from superpowers of the heroic persuasion. They know that these people exist -- television is a thing, and so, occasionally, is the Internet -- but they have nothing to do with their lives. But quite a few of them tell quiet tales of the woman who moves among them, usually by night, offering help when it is needed and then leaving. El Chica Verde, they call her, for her hair and her sparkling eyes, but some of them whisper that she must be an angel.

She would find that extremely funny. Kiki Cortes is one of the heirs to an ancient power of these lands, a gift of wisdom accumulated over hundreds of past lives. This power incarnated itself in her when she was born, and she has never not known certain things. Kiki grew up knowing that one day she would seek out the other heir, who had received command over the weather instead of wisdom. There were always two of them, one granted might and the other the knowledge of how to use it; sometimes he had the one and she the other, and sometimes the other way around.

And then, when Kiki was barely fourteen, she felt the vague connection between them being strained to the point of snapping. Her partner was fighting someone, some power from far away, and he was losing. The binding between the two of them broke, and Kiki collapsed, sure that he was dead and that she was sure to follow -- when one of them died, the other faded quickly as well -- and there was still so much she wanted to do with her life and the gift she had been given.

After a month or so, it was clear that this was not going to happen this time. Kiki could not imagine why that might be, but decided then and there that she would abandon the secrecy and silence that each of their previous lives had chosen after the disaster five hundred years ago. She left home and began putting her wisdom to good use helping people, neither seeking worship like some of those lives, nor even thanks. If she was alone, and this was the end of their legacy, Kiki was going to make it a happy ending.

A few years later, she read a story about a certain young man who had been found floating in the Gulf of Mexico. He was alive -- bereft of his memories, but alive! Kiki started to charge off to find him and explain what had happened. But her charge slowed, and stopped, as she realized that this was the first time in forever that the two of them had ever been apart like this. It was not like anything any of her previous lives had ever known, and the novelty of it was exciting. And he seemed to be doing all right for himself without her, having become a superhero up in the North.

Kiki has chosen to wait and see what will happen. She expects that fate will eventually draw the two of them together again, but, if so, then it can do it without her help. In the meanwhile, there is a world full of wonders right here in Mexico that she wants to see, and people who need the help she can give them. And if either of them should die, well, they will reunite somewhere in the future, maybe far away from here. She has the rest of her life to look forward to ...

Kiki Cortes -- PL 5

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

Powers:
Past Lives:
Enhanced Intellect 6, Limited to untrained skill use; Senses 4 (postcognition), Uncontrolled; Senses 1 (danger sense) - 9 points

Advantages:
Animal Empathy, Beginner's Luck, Defensive Roll, Evasion, Fearless 2, Great Endurance, Hide in Plain Sight, Improvised Tools, Jack-of-all-trades, Luck 2, Uncanny Dodge.

Skills:
Athletics 4 (+6), Deception 6 (+8), Expertise: Streetwise 6 (+8), Insight 7 (+9), Perception 5 (+7), Persuasion 4 (+6), Stealth 4 (+6).

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

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

Totals:
Abilities 32 + Powers 9 + Advantages 13 + Skills 19 + Defenses 12 = 85 points

Offensive PL: 2
Defensive PL: 5
Resistance PL: 5
Skill PL: 4

Complications:
Curiosity--Motivation. Power Loss
(Past Lives, anything that interferes with her memory.) Secret Identity. Unhoused.

Note: Neither Kiki nor Tlaloc reincarnate at anything like the speed of the Immortality power, so they do not have it.
 
Coming on Monday.

Meteor never made any money
For savin' the world from Doktor Makabre
And sometimes I despair
The world will never see another man
Like him.

-- from "Superhero Song", by Brad Roberts of the Crash Test Dummies.
 
E Quella Fu La Fine Della Festa

This is how the end begins.

On the day, the two men are separately transported to their respective locations. The Reaper arrives at a sniper nest set up on top of a building in downtown Toronto, and patiently inspects his gear to determine whether it is in good working order. Jim Houston finds himself in what seems like a garage where the Maniac is in his dormant state, which ends the moment that the talisman is pressed into Houston's hands. For a wild moment, he considers using the command he has been granted over this entity to escape, but those thoughts gently dissolve as he considers how likely it is that Zane-now-Metalika has anticipated and prepared against that possibility. Therefore, he gives the order he was instructed to give.

"Go to Eaton Centre and demolish it and anyone who tries to stop you."

As the Maniac departs on this assignment, Houston is ushered into what seems like a command center displaying video footage from what he assumes is Eaton Center. Despite everything he has done, Houston feels his heart sink as he sees how many people are in this indoor shopping center, one of the busiest in North America. But, as is so often the case, by the time he works up the nerve to try and alter the orders he has given, it is too late, and the Maniac is upon them and the screams are carried through the audio to him.

Of course, Paragon arrives to try and stop the Maniac, just as he has many times before. The Eternal Man does not waste time or energy trying to reason with the creature, but neither does he expend the psychic energy to get angry with him either. The Maniac is only doing what he was told, and it would be as foolish to grow wroth with him as it would be to blame a bullet. This confrontation will happen like all the others have. Well, almost. Since their son went away to college, Jora has been taking more of an interest in helping him with his patrol; today, she is down there among the Torontonians helping to coordinate and expedite the evacuation procedures. Paragon is grateful, for this allows him to focus all his effort on stopping the Maniac.

At least Paragon can be sure that the Maniac is not doing the bidding of the Schemer; this is far more violent than his nemesis would prefer. And Paragon is right about that, for Austin Loomis is indeed only watching these events over video pick-up in one of his boltholes in the suburb of Brampton, and frowning as he does. Something, which he cannot articulate, about this episode bothers him. Not that there is anyone around to articulate to, anyway.

And as Paragon holds the Maniac in check, the Reaper stares down the barrel of his sniper rifle, and in the moment when the struggle between titans moves into his sight, he pulls the trigger.

Theonite, mined from the asteroid belt, cannot be alloyed with other minerals to create a bullet. It is far too brittle to be shaped into one itself. But it can be carried within a shell casing designed to explode at a certain low altitude and fill the air with theonite vapor, which will only render an Anacreonite or Dhakamite powerless for a brief moment before it disperses to concentrations too small to affect them. And when that brief moment is one where those powers are sorely needed ...

Paragon barely has enough time to register the sound of the shell exploding and his own abrupt weakness before the Maniac, obedient to his commands, smashes him to the ground with force that could harm him if employed against his powered self. In the absence of his powers, his skull fractures, his spine snaps, and his brain is pulped. There are no heroic last words, no moment where Roger Young thinks of his friends and family. He dies instantly.

The talisman commanding the Maniac slips from Houston's hands as he realizes what has just happened, and the monster stiffens into immobility once more.

"No," gasps the Schemer, watching all this. "Nononono!"

A moment later, Jora is there, frantically shoving the motionless form of the Maniac aside in the last moment where she thinks that she might do something to save her husband. But she, a veteran of battles on her home world, knows the sight of death too well to be deceived by hope. She hovers there a moment before flying as high as she can so that the scream of pain and grief she must now voice will not harm anyone.

In the Aerie of Darkwing, Teddy Beauregard stares in disbelief at what his displays are showing him, and does not see the expression of regret that passes over the face of Nikki Purvis. Things are once again moving towards the history she remembers, much to her sorrow.

And the Reaper stands and watches all this with a smile ...

... even as his head explodes as a much more conventional shot, fired from the next building over by Koschei the Deathless, slams into it. No loose ends. The next clone will not have any memories of this.

All over the word, in the next few minutes, everyone on Earth learns, once more, that not even legends are Eternal.
 
"Who kills Prince Humperdinck? At the end. Somebody's got to do it. Is it Iñigo, who?"
"Nobody. Nobody kills him. He lives."
"You mean he wins? Jesus, Grandpa! What did you read me this thing for?"
"You know, you've been very sick and you're taking this story very seriously. I think we better stop now."
 
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