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Davies' Character Thread: World of Freedom 3.2

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  • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

    Sanjurou Satsuki

    There's more to Japan than Tokyo, though with a handful of exceptions like the antique sites of Kyoto, you could be forgiven for mistaking the other urban sprawls of the country for the ultimate one at the nation's heart. In one such city, in Japan's north country, there lives a young man with bleached hair named Shimada Soichiro. A college drop out, he subsists on a small bequest from his late parents and moneys raised from various part-time jobs that he does in the city. After a long day of such activities, he typically comes home to his apartment, makes himself dinner, drinks some beer, watches a small amount of television, and then goes to sleep.

    At which point someone else wakes up. Her name is Sanjurou Satsuki, though she's quick to point out that she's actually only twenty-two years old. (It's a joke that only works in Japanese.) Every night she prowls among the streets of her city, thwarting petty crime when she sees it happening, but mostly focused on dealing with ghosts, psychics and wizards, all of whom are in ample supply. She's not sure (and honestly doesn't care) whether it's the place or the time that draws them out, but if they mean to cause serious harm, then someone has to deal with them, and with her powers and talents, Satsuki is well-equipped to do so.

    How this unusual phenomenon began is something of a mystery. The mage Zalman, who fought alongside Satsuki when he visited Japan last year, did some investigating and developed a hypothesis. Up until 2013, Shimada Soichiro was a bright college student with everything going for him, who was noteworthy only for spending his private time playing table-top roleplaying games. Following one rather intense gaming session -- which coincided exactly with the disappearance of Earth's Master Mage -- Soichiro apparently suffered some manner of nervous collapse. He dropped out of college and moved to his new home and lifestyle. His player character in this particular session was a female psychic warrior named Sanjurou Satsuki.

    Neither Soichiro nor Satsuki seem aware of the other's existence, with Zalman only discovering their connection through scrying. He believes that Satsuki is a spirit awakened to activity and physical embodiment as a reaction to the loss of the Master Mage, intended to deal with the dark rising in at least one area. There may be other, similar embodied spirits elsewhere in the world, each fighting similar battles. As yet, however, Zalman has yet to discover any other examples.

    A further mystery presents itself, as well. Satsuki speaks in a very formal Japanese at nearly all times, in contrast with the rough, modern Japanese employed by Soichiro. However, at certain times when pushed to her physical and psychic limits, Satsuki undergoes a mild transformation -- her blue kimono turns an almost blinding white, and she speaks in a much less formal dialect. Upon returning to normal, she seems not to remember that anything happened, often claiming to have passed out. It is possible that there is a third person involved in the apparent dualism of these two.

    Sanjurou Satsuki -- PL 10

    Abilities: STR 2 | STA 2 | AGL 2 | DEX 2 | FGT 8 | INT 2 | AWE 4 | PRE 0
    Powers: Parkour (Movement 5 [environmental adaptation (urban), safe fall, sure-footed 2, wall-crawling 1], Limited to urban Environments), Psychic Gifts (Array: Penetrating Damage 8, Affects Insubstantial 2, Split Attack, AP: Cumulative Affliction 8 [Resisted and Overcome by Will; Dazed, Stunned, Incapacitated], Insidious, Subtle, AP: Concealment 10, Limited to Minds, Resistable by Will AND Enhanced Defenses [Dodge 6, Parry 6]), Shielded Mind (Impervious Will 12), Telepathy (Selective Area Communication 3; Mind-Reading 8), Uncanny Senses (Senses 7 [accurate hearing, low-light vision, tracking mental awareness, tracking mystic awareness]).
    Advantages: Defensive Roll 3, Evasion 2, Extraordinary Effort, Improved Initiative 2, Power Attack, Uncanny Dodge
    Skills: Acrobatics 6 (+8), Athletics 6 (+8), Close Combat: Psychic 4 (+12), Expertise: Streetwise 6 (+8), Insight 6 (+10), Perception 12 (+16), Stealth 6 (+8).
    Offense: Initiative +10, Unarmed +8 (Close Damage 2), Killing Touch +12 (Close Damage 8), Dreaming Touch +12 (Close Will 8).
    Defenses: Dodge 14/8, Parry 14/8, Fortitude 6, Toughness 6/2, Will 14.
    Totals: Abilities 44 + Powers 79 + Advantages 10 + Skills 23 + Defenses 20 = 176 points
    Complications: Responsibility--Motivation. Loner.
    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


    • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

      Thanks to Arkrite for the inspiration for this one.

      Garhee Ir'Nason
      and Munti

      In 2008, on a very confusing day in July, many people in Freedom City were dimensionally exchanged with their counterparts from the city of Freedom's Reach in the land of Verecia. Oddly, many people who were in Freedom's Reach who had no counterpart in Freedom City were also brought there, adding to the confusion. In the end, though, all of these people from a land of fantasy and fable were sent back there ...

      But not all remained there.

      The world-walking dark elven warrior known as Garhee Ir'Nason found herself somewhat bewildered to be transported, very much against her will, from the magical world she was passing through to a different, less-magical world. She was not so bewildered as to join in the havoc that was wreaked by her 'fellows', however. Unlike a stereotypical dark elf, Garhee had eventually come to feel curiosity about other worlds rather than hatred and resentment of them, as she'd felt in her youth. So she simply stayed out of the way of the fights, seeking only to see what she might see of this city of towers.

      In her wandering, she chanced to encounter a student at Hanover Tech, one Keiji Morimoto, who was more than a bit drunk, both on wine and on wonder. He told her that this was only the most recent of many strange events in the city, many of which had been horrifying but which had all had a certain marvelous quality nonetheless. Listening to these tales, Garhee found herself enchanted by this place where the wondrous was not, as it was in too many worlds of her knowledge, taken for granted. But then the magic keeping her there began to fade, and she sadly bid farewell to Keiji.

      "I wish you din't haveta go," he slurred. "I wish you'd stay at my side ferever."

      She smiled then. "It's dangerous to make such wishes," she warned him.

      "Dun't care!" he proclaimed. "I dun't ca--" But then he realized that he was talking to himself.

      He woke up with a terrible hangover, barely made it to his classes in the morning, and even more barely paid attention to the subjects on which he was being lectured. And then, finding the company of his fellows not presently to his choosing, he headed back to his solitary dorm room -- to find it cleaned spotless with a woman in a maid's costume kneeling on the floor. "Wishes can be dangerous things to make," Garhee said again, "particularly in the hearing of one who owns a sword that carves through dimensions."

      They've stuck together through thick and thin for the last seven years, enduring Keiji's college years, his graduation, and his journey to Emerald City to find work at a call center there. (He's just glad that this company hasn't outsourced overseas. He might be less glad if he knew that the company has in fact outsourced from another dimension, and that it's run by the Aureates, from whom Garhee ... obtained -- yes, that's a nice, neutral word -- her sword.) Quite recently, the two of them took in another dark elf expatriate, a young male named Munti, who now views them as his parents.

      Garhee enjoys the peaceful world she's found, even though she's perfectly aware that it's not really all that peaceful. Still, she has no interest in fighting anymore, though she will, in defense of her loved ones and neighbors .. such as the coatl who lives downstairs, or the pair of oni in the basement -- one red, one yellowy -- and the kitsune-ninko, whom she doesn't really like but tries to tolerate. (See Threat Report for Foxfire.) She may have set aside her sword, but she never forgets where it is, or what it's for ...

      ... which could be very important, if the agents of the Eight-fold Web, whose master is worshipped as the god on her homeworld, learn that a former Widow is loose on Earth-Prime, and has a sword which could be used as part of a ritual to bring Raknis here in body.

      Garhee Ir'Nason -- PL 10

      Abilities: STR 7 | STA 8 | AGL 6 | DEX 8 | FGT 9 | INT 1 | AWE 4 | PRE 3
      Powers: Sword of World-Slicing (Strength-based Damage 3, Penetrating 6; Movement 3 [dimensional travel 3], Portal; Easily Removable), Undying (Immortality 5, Limited when killed by iron; Immunity 3 [aging, disease, need for sleep]; Regeneration 2)
      Advantages: Agile Feint, Benefit (Cipher 2), Evasion, Grappling Finesse, Improved Defense, Language (English, [Drow is native]), Power Attack, Sidekick 19 Takedown.
      Skills: Acrobatics 6 (+12), Athletics 6 (+13), Close Combat: Sword 1 (+10), Expertise: Magic 6 (+7), Insight 4 (+8), Intimidation 6 (+9), Perception 6 (+10), Ranged Combat: Thrown Object 3 (+11).
      Offense: Initiative +6, Unarmed +9 (Close Damage 7), Sword +10 (Close Damage 10), Thrown Object +11 (Ranged Damage varies).
      Defense: Dodge 11, Parry 12, Fortitude 11, Toughness 8, Will 9.
      Totals: Abilities 92 + Powers 23 + Advantages 9 + Skills 20 + Defenses 16 = 179
      Complications: Love of Keiji--Motivation. Enemy (Eightfold Web). Friendships (several, but mostly Munti). Retired Monster.

      Munti -- PL 5

      Abilities: STR 3 | STA 4 | AGL 4 | DEX 4 | FGT 6 | INT 2 | AWE 3 | PRE 2
      Powers: Bag of Holding (Variable 1, Limited to Equipment), Undying (Immortality 5, Limited when killed by iron; Immunity 3 [aging, disease, need for sleep]; Regeneration 2)
      Advantages: Attractive, Benefit (Cipher 2), Improved Defense, Language (English, [Drow is native]).
      Skills: Acrobatics 2 (+6), Deception 4 (+6), Expertise: Magic 6 (+8), Insight 4 (+7), Perception 4 (+7), Persuasion 4 (+6).
      Offense: Initiative +4, Unarmed +6 (Close Damage 3), Knife +6 (Close Damage 4).
      Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 4, Will 5.
      Totals: Abilities 56 + Powers 16 + Advantages 5 + Skills 12 + Defenses 5 = 94 points
      Complications: Love of Garhee and Keiji--Motivation. Flirt. Minor.
      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


      • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


        Just how Boatswain's Mate Second Class Absalom Starbuck, USN, obtained the superhuman strength and toughness that have given him the nickname Stormalong (after the legendary sailor of sea shanties and tall tales) is something he chooses not to talk about. He may be a mutant who developed his powers before he enlisted, or the lucky subject of a super-sol--ahem--super-sailor experiment who has not been employed by the navy's special operations division, for whatever reason. He takes the not unreasonable position that why he can do the things that he can do is less important than what he actually does -- namely, the work of ten men on the ships to which he's assigned.

        Of course, just because he doesn't wear a costume or go looking for trouble doesn't mean that trouble doesn't come looking for him during his shore leaves. In the process of resolving such difficulties, Stormalong has occasionally been of assistance to members of the Marine Corps' Omega Company (for whom he has a wary respect, influenced by the traditional rivalry between the service branches) and also to former AEGIS agent Edward Ritter and his nephews and niece (whom he thinks are just the cutest kids ever!) He's also made a few enemies in the process, but they don't weigh much on his mind.

        Despite his somewhat loutish appearance, Stormalong has considerable hidden depths. He speaks eight languages fluently, and can get by (and curse) in several more. The modern American navy is one of the most technologically advanced organizations in the world, and he strives to be as familiar as possible with the systems of a modern ship. He has considerable knowledge of the history of the navy (and the marine corps) and enjoys learning about the histories of individual ships. He also takes it upon himself to always look after the ship's cat.

        Quite recently, Stormalong has been hearing rumors about a fighting circle operating in various ports in East Asia, and has taken an interest. The fights seem to be simple bouts between "mildly" super fighters, such as Stormalong himself. Of course, it would be beneath his dignity as a serviceman of the United States Navy to take part in such matches, but if someone who looked awfully like him were to show up, wearing an unusual outfit and an eyepatch (which no one who was currently on duty with the navy would wear) and take part, that would be a completely different matter.

        In the process, though, he's come to realize that there's something going on in these bouts that is neither simple, nor good clean fun. The word Voskhone keeps getting repeated, but when asked, those who used it claim to have never heard it before. Something is just not right here ... and while he's sharp as a whip, Stormalong also knows that he's not a detective. Maybe it would be a good idea to reach out to some of his old friends, or make some new ones, to help figure out what's going on.

        Absalom "Stormalong" Starbuck -- PL 8

        Abilities: STR 6 | STA 4 | AGL 3 | DEX 0 | FGT 6 | INT 2 | AWE 0 | PRE 2
        Powers: Can Seriously Hold His Breath (Immunity 3 [pressure, suffocation]), Fast Recovery (Regeneration 4), Steel-hard Skin (Impervious Protection 4, Immunity 22 [cold, cold damage, heat, heat damage], Limited to Half Effect), Super-Strength (Enhanced Strength 4, Limited to Lifting).
        Advantages: All-Out Attack, Diehard, Improved Initiative, Interpose, Languages 3, Power Attack, Ranged Attack 4, Takedown.
        Skills: Close Combat: Unarmed 2 (+8), Expertise: Navy 7 (+9), Expertise: Streetwise 7 (+9), Intimidation 9 (+11), Perception 9 (+9).
        Offense: Initiative +7, Unarmed +8 (Close Damage 6).
        Defense: Dodge 6, Parry 8, Fortitude 11, Toughness 8, Will 5.
        Totals: Abilities 46 + Powers 30 + Advantages 13 + Skills 17 + Defenses 20 = 126 points
        Complications: Thrills--Motivation. Patriot. Responsibility (Navy).
        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


        • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


          She calls herself Francisca Rosemary, but it's pretty unlikely that this is her real name. From her accent, it seems that she's Romanian in origin ... but she's demonstrably good at faking accents, and could have been faking that one, too. An idle remark that she once made suggests that she was once a student at the psychology department of a major European university, and she certainly has the knowledge of psychology, both practical and theoretical, to support that suggestion.

          If Headgamer was a student, then she soon lost interest in her studies as her politics became more radicalized. She was scooped up by Overthrow after the third time she was arrested for demonstrating against the government, and embraced their violent revolutionary tactics eagerly. For roughly four years, she killed and robbed and terrorized and did so without a qualm.

          Then the connection between Overthrow and SHADOW was exposed, late in 2008, and everything changed. At first she rejected the claim as enemy propaganda, but when Overthrow began overtly employing SHADOW troopers in their operations, Headgamer realized that it was true -- and was disgusted by this realization. She viewed the 'partnership' between the two organizations to be a betrayal of everything Overthrow had ever represented to her, like finding that a violent Christian militia was actually being supported by the Central Intelligence Agency.

          She left Overthrow rather violently, disappearing into the night with some weapons. She killed those sent after her until it became clear that Overthrow's troubles were going to prevent them from sending any more, then left Europe behind to travel to Africa, the Middle East and finally East Asia. She supported herself by a series of rather violent confidence scams, which she came to enjoy quite a bit.

          It's likely that one of her victims introduced her to the fighting ring, which inspired her to develop a completely new scam. She posed as a mind-reading metahuman and entered the fights herself, employing her knowledge of psychology to psych out the competition, usually before the matches even started. It afforded her the opportunity to become wealthy through hurting people, something she enjoyed, and let her show up supers, whom she's never liked.

          While Headgamer has few scruples, she hasn't ever run a scam on someone she didn't think was already corrupt. Generally, this is because the uncorrupt don't have anything that she wants, and her definition of corrupt starts with the words 'property is theft' and goes on from there. But if she were ever to encounter a genuine innocent, she'd go out of her way to avoid hurting them, if possible.

          Headgamer -- PL 8

          Abilities: STR 2 | STA 4 | AGL 5 | DEX 5 | FGT 9 | INT 4 | AWE 2 | PRE 3
          Advantages: Assessment, Close Attack 4, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 10, Evasion, Hide in Plain Sight, Improved Initiative, Instant Up, Jack of All Trades, Languages 3, Leadership, Power Attack, Ranged Attack 3, Skill Mastery 3 (Expertise: Psychology, Intimidation, Stealth), Startle, Uncanny Dodge, Well-Informed.
          Equipment: Smartphone, Headquarters, Motorcycle, Knife, Customized Heavy Pistol with Laser Sight, Customized Assault Rife.
          Skills: Deception 6 (+9), Expertise: Psychology 6 (+10), Intimidation 8 (+11), Sleight of Hand 6 (+11), Stealth 8 (+13), Vehicles 6 (+11).
          Offense: Initiative +9, Unarmed +13 (Close Damage 2), Knife +13 (Close Damage 3, Crit 19-20), Pistol +12 (Ranged Damage 4), Rifle +10 (Ranged Multiattack Damage 5).
          Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 7/4, Will 10.
          Totals: Abilities 68 + Powers 0 + Advantages 35 + Skills 20 + Defenses 14 = 141 points
          Complications: Sadism--Motivation. Has Some Principles. Secret (no powers).
          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


          • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

            So L'dom

            In the mid-1970s, one of the most serious menaces opposed by the young heroine known as Lady Starbright was the supernatural being General Winter, an embodiment of Russia's icy north who, perhaps perversely, attempted to turn the Cold War into a hot one. She defeated the creature by forcing him to realize that he himself would be destroyed by the fury of the atomic firestorm he was trying to provoke, causing him to shatter into fragments. The threat was stopped, but Lady Starbright noticed that some of the fragments were taken into custody by agents of the KGB. In no position to prevent that considering she was officially a 'guest' of the Soviets, all that she could do was depart and hope that nothing terrible would come of this.

            It took a few years, but there finally did come an attempt to use some of the fragments of Winter to create a new embodiment of winter who would be firmly under state control. The scientists involved were a bit over-optimistic, coming off their successful 'creation' of Protonik the previous year, and intended to create an entire team to fight alongside him. Unfortunately, the only survivor of their Icemaker project, one Leonid Kulenkov, was woefully underpowered when compared with their ideal. The decision was made to shove him in cryogenic storage to see whether a few years would increase his icy powers.

            Most of the scientists involved lost their jobs (and in some cases much more than that) when Protonik defected, and so there was no one to remember Kulenkov in the icebox. So there he remained until 1999, and the rise to power of Vladimir Putin, who was familiar with many old and forgotten KGB projects. The long exposure to inhumanly low temperatures had not, in fact, empowered Kulenkov any further. His powers were deemed more useful than they had been, however, and he was given the opportunity to act as a secret agent of the Russian government abroad. The other hand of the offer, being shoved back into cryogenic storage, proved unappealing.

            Leonid is much smarter than he looks, or acts. He has no particular attachment to his country or any ideals anymore, if he ever did. He produces occasional results for his handler from time to time to keep the money coming, and otherwise tries to enjoy his new life as much as possible. His one regret was that no lengthy human contact -- sex, in other words -- was possible, but he recently met a new girlfriend, supposedly descended from a Japanese Yuki-onna, who had enough resistance to cold to, ahem, endure him. Repeatedly. Quite loudly, too.

            His new girlfriend has also gotten him interested in the Voskhone Fighting Ring, which gives him the opportunity to demonstrate his powers on a succession of foolish bravos. He has passed some of what he's learned about the ring to his handler, but he doubts anyone cares. Of course, he could be wrong ...

            So L'Dom (On The Rocks) -- PL 8

            Abilities: STR 5 | STA 2 | AGL 3 | DEX 2 | FGT 4 | INT 4 | AWE 3 | PRE 2
            Powers: Cold Eyes (Senses 2 [tracking infravision]), Elemental Constitution (Immunity 10 [life support]), Icy Shell (Strength-based Damage 2; Immunity 5 [cold damage]; Impervious Protection 6), Ice Control (Array: Ranged Damage 8, Dynamic; DAP: Environment 8 [impede movement], DAP: Environment 8 [intense cold]).
            Advantages: Assessment, Daze (Intimidation), Languages 2 (Chinese, English, German, [Russian native]), Power Attack, Startle.
            Skills: Athletics 4 (+9), Close Combat: Unarmed 4 (+8), Expertise: Military 8 (+8), Insight 4 (+7), Intimidation 8 (+10), Investigation 4 (+8), Perception 4 (+7), Ranged Combat: Ice Control 6 (+8)
            Offense: Initiative +3, Unarmed +8 (Close Damage 7), Ice Blast +8 (Ranged Damage 8).
            Defense: Dodge 7, Parry 8, Fortitude 6, Toughness 8, Will 6.
            Totals: Abilities 56 + Powers 42 + Advantages 6 + Skills 21 + Defenses 15 = 140 points
            Complications: Thrills--Motivation. Responsibility (handler). Weakness (heat).
            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


            • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

              Aigashikata Jo

              At just a hair over 142 centimeters in height (4'8'' for those who know not the beauty of metric), Aigashikata Jo came in for a fair amount of mockery as a high school student in Japan. Like many in his position, he took to the study of martial arts in order to acquire the skill to defend himself. Unlike many, he chose not one of the traditional Japanese arts, nor even the Chinese martial arts, but rather the American school of boxing, because what he wanted to be able to do was to soak up what others did to him rather than avoid it. While he would never be able to fight as a heavyweight, he did manage to go all the way to the Olympic Games in 2008 as a lightweight, though he was defeated for the bronze medal by one of the Cuban competitors.

              It's probably just as well, though, as he would probably have been stripped of any medals once his powers showed up, as they did soon after the competition. It was a fairly minor 'power', just the ability to surround himself with a gleaming aura that didn't appear to protect him or make him any stronger. But the rules were the rules, and Jo was no longer allowed to compete with normal boxers on an official basis. So he drifted into unofficial, underground fighting rings in Japan, and eventually found himself traveling overseas a lot.

              In the process, he discovered what the aura could do -- it seemed to interfere with the defensive abilities of other fighters. No matter what they had, from a force field to steel-hard skin, his fists could hit them with the force of a meteorite, equalizing things out. For a time, he fought under the alias 'the Equalizer', but he ultimately became famous enough that everyone knew what he could do, so there was no point in advertising it. So now he just uses his real name, and gets a certain thrill from being dreaded.

              Jo's biggest problem is one that afflicts all boxers -- the sport is designed for fist-fights, and doesn't defend well against kicks. His experience with fighting outside of his style allows him to handle them better than a typical boxer, but he can still mess up and leave himself vulnerable. On the other hand, his pure toughness means that he can take a kick better than an average kicker. His second biggest problem is probably his homesickness -- he just realized the other day that he hasn't been back to Japan in over four years, and suspects that he's seen and done too much to ever truly be comfortable there again.

              But the money from the fights keeps coming in, and so he keeps beating people up.

              Aigashikata Jo -- PL 8

              Abilities: STR 4 | STA 4 | AGL 6 | DEX 4 | FGT 8 | INT 1 | AWE 4 | PRE 1
              Powers: Meteor Fist (Penetrating 6 on Strength Damage), More Guts Than Brains (Feature: Spend A Hero Point to Substitute Will Defense for Fortitude Defense)
              Advantages: All-Out Attack, Assessment, Beginner's Luck, Defensive Attack, Defensive Roll, Evasion, Improved Critical (unarmed), Improved Initiative, Improved Smash, Languages 2, Move-by Action, Power Attack, Skill Mastery (Athletics), Startle, Takedown 2, Taunt, Weapon Break, Well-Informed.
              Skills: Athletics 8 (+12), Close Combat: Unarmed 4 (+12), Deception 8 (+9), Insight 8 (+12), Perception 8 (+12), Persuasion 6 (+7).
              Offense: Initiative +10, Unarmed +12 (Close Damage 4, Critical 19-20).
              Defense: Dodge 10, Parry 10, Fortitude 11, Toughness 6/4, Will 5.
              Totals: Abilities 64 + Powers 7 + Advantages 20 + Skills 22 + Defenses 12 = 125
              Complications: You Live For The Fight When It's All That You Got--Motivation. Stylistic Weakness.
              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


              • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!


                After the Shamballah Temple was reclaimed in 2138 by the forces of the Army of Light, Southeast Asian Division, the commanders of same were relieved to discover that most of the sacred texts and artifacts contained within had not been defiled or destroyed by the temple's occupiers over the previous century. As a result, while Shamballah no longer enjoyed the unbroken tradition of martial excellence it had before its conquest, it was able to return to prominence once more. Students from all over the world came to study there, and within a century it was almost like the occupation had never occurred at all -- except for slightly more rigorous background checks undertaken of all prospective students, to prevent a second Golden Leopard.

                One such student, in the early years of the Twenty-sixth century, was a North American youth named Mighael Wuzen, whose family claimed descent from one of the masters of the Temple before the conquest. This claim was viewed with polite skepticism by the masters of the temple, but Mighael was undaunted in his desire to study the martial arts there, and his documentation satisfied the masters if his family legend did not. He soon demonstrated that he was an able study who did not let his supposed connection to the school prevent him from understanding that he was at the very beginning of his journey, not the end.

                In time, as he proved himself, he was given deeper instruction in the principles of internal energy and how it could lead to perfection of the body and immortality. He was thus allowed access to the library, and -- somewhat predictably -- his earliest requests were for the writings left behind by one Master Wu Tuo-fa, his supposed ancestor, five hundred years before. He was genuinely surprised by the life story recounted in these texts. The man had been a criminal, of all things, before he'd finally achieved enlightenment and studied at the Temple just as Mighael was doing now. The texts contained no way to prove any connection between him and the Wuzen family, for his writings ended in 2018, the year of the conquest.

                Despite this mild disappointment, Mighael found inspiration in his ancestor's accounts of his time with a group of 'superheroes' known as Project Freedom. Tuo-Fa's time with them had supposedly given him many opportunities to test his skills against mighty opponents, and he'd claimed to have grown in his mastery of his chosen style and as a person as a result. Mighael decided to follow in Tuo-Fa's footsteps, and sought and received permission to leave the Temple in order to apply for membership with the Freedom Legion.

                Mighael was accepted by the Legion, and made many friends there, though his insistence on getting every member of the team into what he considered good physical shape through what others considered to be training from hell ensured that he was never the most popular member of the team. He played a critical role in several of the Legion's most noteworthy battles in the late teens, frequently employing his internal energies in a variety of bewildering improvised techniques, each time finding some detail that he could have improved upon, to the amusement of his fellows. He also began a relationship with Una Hunt, the Nightstalker, which has lasted into the present, with occasional interruptions.

                Perhaps Mighael's most noteworthy personal flaw is his tendency to lecture his opponents on the flaws of their combat techniques while he is engaged in defeating them. Generally this only annoys those opponents, but there have been instances where a foe has actually learned from the lecture and employed what they learned to devastating effect against him or another member of the Legion. Mighael finds this embarrassing, and has tried to stop ... to no particular avail. (He is also quite aware that many of the Legion's villains have this tendency to monologue, which adds to his mortification.)

                In the immediate present of 2525, Mighael is on a long-term assignment as one of the bodyguards of the scholar Eason Tripitaka on his journey to the Galactic West, leaving him out of communication with his comrades on the Freedom Legion. He will hopefully return when this pilgrimage has reached its conclusion.

                Xianxia -- PL 13

                Abilities: STR 7/4 | STA 6/3 | AGL 9/6 | DEX 4 | FGT 16/13 | INT 2 | AWE 8/5 | PRE 1
                Power: Cultivated Internal Essence (Variable 4), Sense Essence (Senses 2 [chi awareness [acute])
                Advantages: Accurate Attack, Agile Feint, All-Out Attack, Assessment, Chokehold, Defensive Attack, Defensive Roll 3, Evasion 2, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved Trip, Instant Up, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Redirect, Seize Initiative, Skill Mastery (Acrobatics), Takedown, Trance, Uncanny Dodge, Weapon Break.
                Skills: Acrobatics 10 (+16/+19), Athletics 8 (+12/+15), Close Combat: Unarmed 3 (+16/+19), Expertise: Philosophy 7 (+9), Insight 8 (+13/+16), Intimidation 8 (+9), Perception 8 (+13/+16), Stealth 8 (+14/+17).
                Offense: Initiative +10/+21, Unarmed +16/+19 (Close Damage 4/7, Crit 19-20).
                Defense: Dodge 16/13, Parry 16/13, Fortitude 14/11, Toughness 10/6|7/3, Will 12/9.
                Totals: Abiltities 76 + Powers 30 + Advantages 29 + Skills 30 + Defenses 19 = 184 points
                Complications: Pursuit of Excellence--Motivation. Asceticism. Lecturer.

                Default: Enhanced Advantages 5 (Improved Initiative +2, Ranged Attack 3)*, Enhanced Agility 3*, Enhanced Awareness 3*, Enhanced Fighting 3*, Enhanced Stamina 3*, Enhanced Strength 3*, Impervious Toughness 5*
                * All Limited, Not When Fatigued.
                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

                  Author's Note: Credit to Batgirl III for the post that inspired some of the elements of this design.


                  Within a few years of the establishment of the Stellar Imperium, a plan was devised to create a species of super commandos who could be inserted on enemy planets, 'live off the land' regardless of its biochemistry, and wreak havoc on enemy supplies, all with nothing more than their invulnerable teeth and near toxic digestive systems. Several hundred of these eating machines were gengineered, but the Imperium was overthrown before they could be used in any conflicts, thus abandoning them to their own devices. Surprisingly, by the time the world on which they were created was recontacted in the late Twenty-third Century, the descendants of the commandos have developed into a species of peaceful philosophers who viewed the act of consuming a living being as absolutely abhorrent. (They had no particular taboo about eating the dead, regardless of species, however.)

                  The Ghulli, as they were named, joined the Confederation of Planets when it was founded and have been loyal members ever since. It would not be until the early 26th century that they were able to send a member to join the Freedom Legion, despite the fact that an average member of their species is as strong and tough as any unaugmented human being, and athletic Ghulli have won multiple medals in the Pan-Galactic Games. But when one of their best athletes was discovered to have a mutation -- atavistic senses of smell and taste that had been removed from their ancestors -- he was instantly recognized as the ideal candidate to represent their species among the galaxy's greatest heroes.

                  Nobody seemed to care whether that was what Heluz-tek Kui wanted to do with his life, but he managed to adjust. That seemed to have been something of a pattern for his life, actually, if his own account can be believed. Perhaps it shouldn't, since Kui claims to have been the first member of his species to discover the concept of 'sarcasm' as well as 'flavor'. And the former is probably not true. Probably. In any event, he was active in the field with the Legion for more than a decade, constantly complaining about how much of a hassle everything was and yet stolidly doing his duty nonetheless.

                  Kui also did much to improve Legion morale from the first day he joined the team, by taking a look at the team's cooking area and declaring it to be unworthy of the name 'kitchen', both in cleanliness and in its collection of cooking supplies. He took personal charge of the team's cooking, and everyone agreed that it was a great improvement over the formerly robot managed service. Every new member of the team found themselves quizzed about their personal food preferences and nutritional needs within their first day of membership, with the results invariably incorporated into a meal celebrating anniversaries of same. He often made a show of being completely unmoved by the compliments these gestures earned him, claiming that if they were all forced to be there (which they weren't) they might as well enjoy themselves on occasion.

                  Not long after Professor Danger was installed as the Legion's commanding officer, however, Kui was recalled to the Ghulli homeworld with the news that he was expected to now serve a term as a member of his species' priesthood. Complaining all the while about how he hated these obligations and only vaguely believed in the religion, he went anyway, fully expecting to be gone only a few years. To his genuine horror, he found himself singled out by the head of the religious hierarchy as the ideal candidate to replace her, as he had a breadth of familiarity with issues facing the Ghulli in the modern era that other members of the priesthood did not. While he has not yet risen into this pontifical seat, whether he will be able to get out of it remains to be seen.

                  Devourer -- PL 10

                  Abilities: STR 6 | STA 6 | AGL 7 | DEX 5 | FGT 8 | INT 2 | AWE 1 | PRE 1
                  Powers: Bite (Enhanced Advantage 1 [Weapon Break]; Penetrating 6 on Strength Damage; Quickness 6, Limited to eating), Corrosive Saliva (Linked Weaken Toughness 8 and Damage 8, Grab-Based), Digest Anything (Immunity 2 [poison, starvation & thirst]), Hound's Nose (Senses 5 (acute analytical olfactory, tracking scent), Unbreakable Bones (Immunity 20 [bludgeoning damage], Limited to half effect]; Impervious Toughness 6)
                  Advantages: Accurate Attack, All-Out Attack, Daze (Intimidation), Defensive Attack, Diehard, Great Endurance, Power Attack, Skill Mastery (Athletics), Startle, Weapon Break
                  Skills: Acrobatics 8 (+15), Athletics 12 (+18), Close Combat: Bite 6 (+14), Close Combat: Unarmed 4 (+12), Expertise: Cooking 6 (+8), Insight 8 (+9), Intimidation 8 (+9), Investigation 4 (+6), Perception 8 (+9), Stealth 6 (+13), Vehicles 6 (+11).
                  Offense: Initiative +7, Unarmed +12 (Close Damage 6), Bite +14 (Close Damage 6, Penetrating).
                  Defense: Dodge 12, Parry 14, Fortitude 13, Toughness 6, Will 7.
                  Totals: Abilities 72 + Powers 34 + Advantages 9 + Skills 38 + Defenses 24 = 177 points
                  Complications: Responsibility--Motivation. Frightening Appearance. Sarcastic Beyond Imagination.
                  Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                  • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

                    Author's Note: We interrupt your regularly scheduled trip forward to the 26th century for a trip sideways and a bit diagonally to the world of Verecia, to cover a character who was mentioned but not hitherto detailed. Don't you just love words like hitherto? I'm probably not even using it right. Anyway. In further celebration of finally getting through to Act 3 of Dragon Age II ...

                    Ser Maximus

                    Maximus of Mameris is the sinister mastermind of all of Emeraldias' troubles. He began conniving his way into power fifteen years ago, as one who presented himself as nothing more than a crafter of enchanted trinkets at the court of Prince Rikarbo of lamented memory. Within only a few months he had established himself as an advisor to the Prince, and soon Chief Advisor! Scarcely two years had passed by the time he rose to that level of influence before he was asked to wed the Prince's widowed sister! What scheming must have transpired at his hands, even before the so suspicious death of the Prince, which catapulted him into the regency, allowing him free reign over Emeraldias, aided ever by his many henchmen! Though his plots were put in check by the rise of Princess Jessika, he surely seeks to reverse that turn of fortune, putting an end to her heroic stand!

                    Actually no.

                    Let's back up a bit. Maximus was born in Freedom's Reach, and this fact alone would probably condemn him in the eyes of many Emeraldians, who are (thanks to Azure Throne propaganda) firmly convinced that Reachers are madmen bent on seeing the world burn. The fact that he was exiled from Freedom's Reach, thanks to a brief period when he used artifacts he'd discovered to fight the young Lord Thunder, would actually go a ways towards improving the already abysmal public opinion of him. Though annoyed by the Arcane Congress' declaration that he knew no secrets of their arts that the Azure Throne did not already possess, he nevertheless sought his fortunes in the eastern lands.

                    He made his way to Emeraldias, and chanced to arrive in the city at almost the right time to offer his skills as an alchemist to the Prince's army, producing a laxative that relieved them from an illness cast upon them by some enemy of the city. For this he was made an advisor to the Prince. Through genuinely helpful advice and the occasional bit of magic, he soon became the most esteemed of the Prince's advisors, and was made their chief. Lacking ties to the various noble houses of the city, he was selected by the Prince as the most ideal candidate to wed his sister following her husband's untimely death, thus depriving those houses of influence that they sought. He was also made Lord of Mameris, a town not far from Emeraldias' walls.

                    He had nothing to do with the Prince's death, which was simply the misfortunes of war, or the madness of his master's widow. He accepted the regency to prevent civil war from breaking out, and began negotiating alliances that undermined the strength of the noble families so that there would still be a city state when his temporary rule was over. He fully intended to hand over power to Princess Jessika after she married an appropriate candidate. In the meanwhile, he did the best he could to hold matters together, and if he occasionally paid himself well out of city coffers for doing so, it was compensation for some genuinely difficult work.

                    He was aware that some of his allies were not as reputable as he might have wished. If and when he discovered any misdeeds committed by them in his name, he was quick to censure them and order them to correct their behavior in the future. He did not seriously consider the possibility that the behavior they would try to correct was their tendency to have their misdeeds discovered by the regent, and Emeraldias suffered as a consequence. This fact he put down to simple unluckiness, or difficult and unavoidable times.

                    When Princess Jessika at last rose up and declared her intention to rule -- alone, thank you very much -- Maximus was hurt, rather than angered. He promptly decamped to Mameris with his wife and step-daughter, and a few followers -- all right, quite a few followers -- and waited for the arrogant woman-child to realize how desperately she needed the help of a capable counselor like himself. That was two years ago, and the likelihood that the Princess will never, ever, ever, ever seek his assistance has long since dawned on him.

                    As is the fact that those whom the Princess and her clique view as his cronies have never actually stopped doing the things that he told them to stop doing, as he has occasionally received letters from them which appear to be more or less boasts of going even further to punish Jessika for her uprising. That is not even remotely what he wanted, and yet he no longer has any authority to tell these people to do or not to do anything. Essentially, he knows quite a bit about the internal troubles facing Emeraldias, but is helpless to resolve them.

                    Of course, things could change. If noble heroes from Emeraldias were to seek him out and accuse him of some vile crime, he would of course maintain his innocence ... and if, in the process, he happened to drop references to certain other matters in the spirited conversation that followed, well, he's getting on in years and his mind must surely be going, now. Of course, the possibility that they, or his 'cronies', might just try to kill him does vex him a little ...

                    Really, what Maximus wants is to be back as Chief Advisor once more, it was really the happiest time of his life. He'd also like to see his step-daughter married well, and for his wife to find a handsome lover so she won't bother him quite so much. That's not too much to ask, is it?

                    Maximus -- PL 6

                    Abilities: STR 0 | STA 1 | AGL 0 | DEX 1 | FGT 2 | INT 6 | AWE 3 | PRE 3
                    Powers: Amulet of Protection (Protection 2, Subtle; Removable), Consumes Potions For Breakfast Everyday (Immunity 3 [aging, disease, poison]), Quicksilver Wits (Quickness 4, Limited to mental tasks), Wand (Ranged Damage 5, Accurate 2; Easily Removable).
                    Advantages: Artificer, Benefit 4 (Wealth), Contacts, Daze (Deception), Equipment 1 (knife, signet ring), Well-Informed.
                    Skills: Deception 9 (+12), Expertise: Magic 10 (+16), Expertise: Politics 8 (+14), Insight 10 (+13), Investigation 6 (+12), Persuasion 9 (+12).
                    Offense: Initiative +0, Unarmed +2 (Close Damage 0), Knife +2 (Close Damage 1), Wand +5 (Ranged Damage 5).
                    Defense: Dodge 3, Parry 3, Fortitude 3, Toughness 3/1, Will 9.
                    Totals: Abilities 32 + Powers 14 + Advantages 9 + Skills 26 + Defense 12 = 93
                    Complication: Ambition--Motivation. Power Loss (Wand has limited number of charges). Reputation. Responsibility (wife and step-daughter). Secret (actually a pretty nice guy).
                    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                    • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

                      The Infinite Girl

                      In its sixty year history, the Freedom Legion has suffered many losses. Deaths in action constitute the majority, unfortunately, as few of these starfaring heroes have lived long enough to enjoy a deserved retirement. Crippling injury or permanent loss of power account for many. There have been other cases, even before Elementress, of those who fell from the ideals that the Legion swears to uphold. And then there is the strange case of Sharon Excalibur, once known as the Rocket Musketeer, where even the best minds of the Legion admit they have no idea what is going on.

                      Her mother was a test tube and her father was a knife. Though her chromosones were no different than any naturally born human, the way in which she entered the universe determined that, on the planet of her birth, she would only be considered property, and not a person. This was the central fact of her early education, and never taught that things could ever be different, she accepted it. Even later in life, when she knew better, she never felt sorry for herself, but rather for the countless other artificial humans that drove the economy of this backwards world.

                      Sharon was a valuable property, for her cells contained a scientific magic trick designed by a great wizard -- as an act of will, she could summon two duplicates of herself out of the quantum foam of the universe. Just what the great wizard had intended for her to do with this trick didn't matter, for she passed quickly from his care to a man who saw her uses as those of a bodyguard. She was trained to fight, to protect, to give her life for her master if need be. Yet she was also given leisure time that few of her kind ever knew, and education beyond the needs of her tasks. Through her study of the way of fighting with the sword, she came to know the musketeers of Alexandre Dumas, and came to love them.

                      And in the nineteenth year of Sharon's life, her master came to view himself as being indebted to the Freedom Legion. He donated much of his wealth to the team in recognition of his debt, and went yet further. He gave them his most valuable possession, knowing that once Sharon was away from their world, she would become a person, as if by magic. Perhaps he felt more than just one debt. So she joined the Legion, and took the name the Rocket Musketeer for herself, as she -- they -- flew into battle wielding a sword, of all things, in a universe lit by laser fire.

                      For twelve years, she served with distinction, often placed in the role of a second-in-command to the Centurion himself, thanks to her training and analytical mindset. She made friends, and lovers, and enemies. In her quiet moments alone, with just the three of her present, she grew to realize that her duplicates, for all that they had her mind, were not her. There were subtle differences that were always present. It came to her that her duplicates were in some ways her property, which thought horrified her. She pledged to them, and they to her, that never would any of them ask the others to do something that they would not do themselves. "All for one and one for all," they whispered to each other.

                      Then the dark day came, when first the Freedom Legion and ConNav faced the SHADOW fleet in battle over a world -- one set aside for artificial humans, as it unhappily happened -- and realized that they would not be able to defeat the enemy before it succeeded in its dread purpose. Sharon was on the ground leading a desperate evacuation effort, her duplicates gathering as many people as could fit on the teleport pads as they could. The signal came through -- last load, all Legion personnel aboard that's going aboard. One of Sharon looked up, grieving that she could not gather more. One of Sharon looked up, grieving that she had to order her selves to abandon their efforts. One of Sharon refused to grieve and went out to rescue one more life --

                      -- and then the two who remained on the platform were gone from that world, and the beams of the dark ships above tore the planet and everything that was on it into tiny little pieces.

                      Sharon Excalibur was committed to an institution for the treatment of terrible traumas in 2515. Despite the wonders of medical and psychiatric care in the world of tomorrow, no one seriously believed that she would ever be released. A third of her had died, and the remaining two thirds would require constant care for the rest of their lives. It was this episode that made the Centurion first begin to consider the possibility of retirement, the likelihood that he needed to begin training the next generation for the fights that were to come.

                      Three years later, once Professor Danger was installed as the Legion's new field commander, she decided to pay a visit on all members of the Legion who had been sidelined by injury. The trip to the Rocket Musketeer's room was left to the last ... which apparently gave Sharon, who'd regained consciousness some time before, time enough to implement a very well developed plan of escape. She disappeared from Freedom City, from Earth, completely.

                      Not until just last year did anyone have any notion of where she might have gone, when she ran into Chiller and Metalla while they were on a mission in Rigel. She was polite and sat down with them to consume an energizing gourmet beverage, but refused to even discuss the notion of returning to Legion headquarters with them. "You don't have what I need," said Sharon. "I am training to become stronger, so that the next time we fight SHADOW, we'll finish them."

                      "But you don't have to do it alone, or with just your duplicate," Chiller assured her.

                      And then she smiled. "Who said anything about doing it alone?" many voices asked in perfect unison, as disguises were dropped and it became apparent that the dozens of members of the beverage shop's staff were all Sharon. "And now perhaps you should leave?"

                      It's impossible, of course -- the scientist who developed the means for her to summon her two duplicates never in his life managed to push his technology to do anything more than that. So there is no way that Sharon should be able to summon dozens, hundreds, or thousands of duplicates without apparent stress. For her own sake, as well as the possibility that she may cause great harm in her efforts to 'become stronger', the so-called Infinite Girl has become a most wanted bounty hunter target. This doesn't seem to bother her. Not much does -- notably, she is now completely willing to sacrifice her duplicates in order to achieve an objective. That this makes a mockery of the reasons all this happened has not, perhaps, been brought to her attention.

                      The Rocket Musketeer (2503-2515) -- PL 8

                      Abilities: STR 1 | STA 1 | AGL 4 | DEX 4 | FGT 10 | INT 1 | AWE 2 | PRE 4
                      Powers: Triplicator (Summon 8, Heroic, Horde, Mental Link, Multiple Minions 1)
                      Equipment: Jetpack (Flight 4), Monomolecular Rapier (Strength-based Damage 3, Improved Critical 2), commlink, wrist computer.
                      Advantages: Accurate Attack, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 3, Equipment 3, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move By Action, Quick Draw, Redirect, Set-Up 2, Taunt, Teamwork, Uncanny Dodge, Weapon Bind.
                      Skills: Acrobatics 10 (+14), Athletics 9 (+10), Close Combat: Sword 2 (+12), Deception 12 (+16), Expertise: Singer 10 (+14), Insight 9 (+11), Perception 9 (+11), Stealth 10 (+11), Vehicles 7 (+11)
                      Offense: Initiative +8, Unarmed +10 (Close Damage 1), Sword +12 (Close Damage 4, Crit 18-20)
                      Defense: Dodge 10, Parry 11, Fortitude 5, Toughness 5/1, Will 7.
                      Totals: Abilities 42 + Powers 57 + Advantages 23 + Skills 39 + Defenses 16 = 177
                      Complications: Responsibility--Motivation. Flirt. Prejudice (bioroid).

                      "The Infinite Girl" (2518?-2525 and beyond) -- PL 10

                      Abilities: STR 2 | STA 2 | AGL 5 | DEX 5 | FGT 12 | INT 1 | AWE 4 | PRE 7
                      Powers: Infinite (Summon X, Continuous, Heroic, Horde, Mental Link, Multiple Minions X, Sacrifice)
                      Equipment: Jetpack (Flight 4), Monomolecular Rapier (Strength-based Damage 3, Improved Critical 2), commlink, wrist computer.
                      Advantages: Accurate Attack, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 3, Equipment 3, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Move By Action, Quick Draw, Redirect, Set-Up X, Taunt, Teamwork, Uncanny Dodge, Weapon Bind.
                      Skills: Acrobatics 11 (+16), Athletics 10 (+12), Close Combat: Sword 3 (+15), Deception 13 (+20), Expertise: Singer 10 (+17), Insight 12 (+16), Perception 12 (+16), Stealth 11 (+16), Vehicles 8 (+13).
                      Offense: Initiative +12, Unarmed +12 (Close Damage 2), Sword +15 (Close Damage 5, Crit 18-20).
                      Defense: Dodge 13, Parry 14, Fortitude 9, Toughness 6/1, Will 11
                      Totals: Abilities 76 + Powers X + Advantages X + Skills 45 + Defenses 24 = X
                      Complications: Justice--Motivation. Answers Flirtation With Violence. Prejudice (bioroid).
                      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                      • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!


                        The planet eventually dubbed New Bardai by its colonizers was first surveyed in 2489, and considering the dangers of the planet's two continents, both of which are 90% covered in jungle, it's a surprise that more of the scouts weren't lost. As it happened, only a single vessel, piloted by a husband and wife team, failed to report back. Unbeknownst to anyone, the pilots both survived, but their vessel was wrecked. They decided to set up a temporary camp and wait to be rescued. Within a year, they were joined by a son, who these days goes by the name of Ender Malloy.

                        Within a year of that, both parents were dead, and their child adopted by the gemmerae natives of the planet. Later stories would claim that he was actually raised by the non-sapient but highly social mausa 'rat-wolves'. All that Ender has to say about that idea is that it's entirely appropriate that the colonists would prefer to believe that the mausa would care for a human child, instead of eating one, before they'd consider the possibility that a gemmerae would do the same.

                        Conflict between the colonizers and the gemmerae began almost as soon as the former arrived, but in his youth, Ender was kept far away from all that nonsense. He lived as a gemmerae lived, ate as they ate, learned as they learned, and became as they became -- somehow gaining augmentations from the experience. He claims that anyone who followed that way of living would achieve the results that he did, and there's no proof that he's wrong. Regardless, in the fullness of time, Ender joined his brothers in fighting the invaders.

                        When the colonizers saw a human youth among the gemmerae, they leapt to the conclusion that he was a child kidnapped from one of their settlements, and promptly launched a rescue mission. This kidnapping attempt succeeded, and Ender was brought to the colonial capital, where their psychologists attempted to re-educate him. Their efforts were unsuccessful, and ultimately a telepath was hired to try and recover his lost memories. The truth of his origins thus became known, and the situation changed greatly.

                        Ender's existence galvanized the faction among the colonists who had come to believe that they had made a mistake in fighting the gemmerae, who proceeded to kidnap him from their own government and flee the planet, traveling through space back to Earth to reveal what was going on. Ender himself addressed the Grand Assembly, asking for assistance on behalf of the gemmerae. While the Confederation does not interfere in the politics of their member planets, they don't stand by while native populations are threatened, either, and so they sent a small task force, accompanied by members of the Freedom Legion, to bring about a peace settlement on New Bardai.

                        Once this was done, Ender was free to return to his adopted people. Yet he found that something was missing. The big one of his band nodded in understanding -- Ender had caught the star dream, as countless gemmerae before him had done. The good news was that in this generation, it would be possible for the star dream to be achieved, rather than being a burden that could only end in death. It was time for Ender to walk away.

                        So he did. Having been impressed by the Freedom Legion, and having impressed them in turn, he sought and received membership, taking his code name from the word for 'ghost' in the language of the colonizers. His ability to communicate with non-sapient animals did come in handy on missions, but less often than his strength, speed and fighting ability did.

                        In 2517, however, he arrived at Legion headquarters with a somber look on his face, and addressed his fellows, saying that, while he knew that they were all as sad as he was about what had happened to Enigma, it was important to keep going in her memory. It wasn't until he paused to dry his eyes that someone asked him what he was talking about. Following some confusion, it became clear that Ender had memories of having been a friend and lover of a female member of the Legion named Enigma, who had quite recently been killed in a mission. But no one matching his memories had ever been part of the Freedom Legion.

                        The group waited for the other shoe to drop, but nothing else happened -- no other members with altered memories, no reports of similar bewildering events in the news. Fatalwa remained convinced that what he remembered was real, and ultimately chose to go on reserve duty when the team counselor suggested that he have the false memories removed. He returned to the world of his birth, taking up a position as a game warden and keeping an eye on both sides of the peace agreement. He remains there to this day ...

                        Fatalwa -- PL 12

                        Abilities: STR 10 | STA 8 | AGL 6 | DEX 6 | FGT 12 | INT 1 | AWE 4 | PRE 1
                        Powers: Beastmastery (Linked Mental Communication 1 and Comprehend Animals 2), Keen Senses (Senses 6 [acute tracking scent, danger sense, extended hearing, low-light vision, ultra-hearing]), Mobility (Leaping 6; Movement 3 [safe fall, sure-footed, swinging]; Speed 3)
                        Advantages: Agile Feint, Chokehold, Diehard, Equipment, Favored Environment (jungle), Great Endurance, Improved Grab, Improved Hold, Improved Initiative, Languages 3, Skill Mastery (Perception), Takedown, Tracking.
                        Skills: Acrobatics 9 (+15), Athletics 8 (+18), Insight 4 (+8), Perception 13 (+17), Technology 6 (+7), Vehicles 8 (+14).
                        Offense: Initiative +10, Unarmed +12 (Close Damage 10), Spear +12 (Close Damage 12).
                        Defense: Dodge 12, Parry 14, Fortitude 11, Toughness 8, Will 8.
                        Totals: Abilities 96 + Powers 30 + Advantages 15 + Skills 24 + Defense 15 = 180 points
                        Complications: Responsibility--Motivation. Temper. False Memories--Or Are They?
                        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                        • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!


                          The variety of inhabited worlds that make up the Confederation of Planets cannot be understated. Between the sheer breadth of forms that worlds can be shaped into, both by nature and technological nurture, and the Confederation's determination to let its members all go to hell in their own way, one can find idyllic garden planets and miserable cyberpunk dystopias. Rasegan, a planet whose economy went bust after the space whale hunt was declared illegal, is a miserable cyberpunk dystopia. But it was the only homeworld that Roy Barry ever knew.

                          After completing his education and a brief tour of duty with the security forces, Roy went into business for himself as a private investigator. It was, of course, exactly as glamorous as a vanishingly small percentage of vids over the previous five hundred years made it out to be. He did a lot of divorce work, credit investigations, the occasional missing person who almost never wanted to be found, and -- it should be said here that this is not something he's proud of, and never took pleasure in, but a job is a job, right? -- had a rather profitable sideline hunting down runaway synthetics and retiring them.

                          It was on one such job that he discovered the artifact. The traget of his hunt attempted to use the metal sphere as a weapon against him, and it didn't go too well for her. Mildly curious about the widget, he picked it up and read aloud the label in archaic English: "SaneTech Enforcer Start Up". It emitted this hologram of a white-haired man with a serious smirk congratulating Roy -- still in archaic English -- for his perspicacity in choosing the SaneTech Enforcer for his power augmentation requirements. Things became very confusing at that point. And somewhat painful.

                          Once the light show was all over, Roy took a moment to take stock of what had been to himself. His skeleton now emitted a force field that protected him at all times, and that he could enhance at will to produce a variety of offensive, defensive, and exploratory effects. There was just one slight flaw in the system -- it had to be used fairly regularly, like at least once an hour, or it would start to build up a "tumor' of unused power that would make him explode after about a day. He was assured that SaneTech was working to correct this flaw, which would have been helpful if the message hadn't dated from sometime in the Twenty-first century and he'd ever heard of SaneTech before this.

                          This was a disaster. He now had super powers that he was obligated to use, and, thanks to his time with the security forces and on the streets, knew exactly how much trouble he'd be making for himself if he tried to be some sort of superhero. The secs wouldn't care that he was fighting crime; if you weren't sec, you were nothing. Going to work for one of the korps would just turn into a life as a lab rat as they tried to figure out how to reverse engineer the process. The planetary government was firmly in the korps' collective pocket, so there was no way out there.

                          So Roy took his life savings, spent half of them on a ticket off-world, the rest on bribes to get him through starport security, and hoped to find some quiet planet where he could use these powers in a way that wouldn't attract any attention and live out the rest of his life in peace. And then terrorists took over the ship just as he was leaving, and Roy reflexively used his powers to overcome them so that the ship could get on its way, failing to consider that he was going to be attracting attention by doing this.

                          When the media demanded to know more about the hero of the hour, Roy froze. From somewhere in his subconscious, he came up with a story that sounded vaguely plausible -- he was just a normal Raseganner with powers from who knew where who had decided to try out for the Freedom Legion to show the universe that Rasegan wasn't just some hellhole. They ate it up, and a recruiter from the Legion showed up the next day to accompany him to Earth to see if they could make use of his talents.

                          Roy was confident that he couldn't do anything that other members of the Freedom Legion could already do, and planned to take his dismissal with good grace, cadge a ticket for some beach planet out of them, and go and never be heard from again. When he was cheefully welcomed into the Legion's ranks, he somehow held himself back from demanding to know what the hell was wrong with them. (Had he done so, they'd have been happy to explain that they always welcomed law enforcement officers who developed powers, having entirely the wrong idea about his time with the secs.) Wearing a ridiculous outfit, he was inducted into the Legion as Enforcer, and decided to make the best of a bad situation.

                          He served without distinction, but was welcomed as a voice of caution among the otherwise optimistic members of the Legion. He avoided talking about his past as much as possible, particularly after he got to know the Rocket Musketeer. Though he never stopped thinking that they were all crazy, Roy eventually developed a certain affection for the rest of his teammates. Being around people who believed that they themselves and the universe were basically good was ... not bad.

                          When the existence of the Infinite Girl was discovered, Roy surprised himself by volunteering to lead a Legion taskforce tasked with hunting her down before more vicious bounty hunters could do so. He went so far as to finally admit what he'd done to make a living, only to find out that the senior members of the Legion were well aware of his past, and viewed it as irrelevant in comparison to the good work he'd done since. That had his jaw on the floor, but he got his task force, and leads it still.

                          Enforcer -- PL 10

                          Abilities: STR 14/2 | STA 3 | AGL 2 | DEX 3 | FGT 6 | INT 1 | AWE 2 | PRE 2
                          Powers: Subdermal Force Field (Protection 7, Subtle), Force Field Options (Array: Enhanced Strength 12, AP: Flight 12, AP: Ranged Damage 12, AP: Ranged Burst Area Damage 8, AP: Sustained Protection 4, Impervious 14 AND Sustained Immunity 6 [cold, critical hits, heat, pressure, radiation], AP: Remote Sensing 10 [visual] and Senses 4 [vision counters concealment, microscopic vision 2], AP: Impervious Create 8, AP: Insubstantial 4 AND Affects Corporeal on Strength)
                          Advantages: Contacts, Languages 2, Precise Attack (Ranged, Concealment), Quick Draw, Ranged Combat 3, Well-Informed.
                          Skills: Deception 4 (+6), Insight 6 (+8), Investigation 8 (+9), Perception 8 (+10), Persuasion 6 (+8), Ranged Combat: Force Field Beam 2 (+5), Sleight of Hand 4 (+7), Stealth 5 (+7), Technology 5 (+6), Vehicles 4 (+7).
                          Offense: Initiative +2, Unarmed +6 (Close Damage 14/2), Force Field Beam +8 (Ranged Damage 12), Force Field Burster -- (Ranged Burst Area Damage 8).
                          Defense: Dodge 5, Parry 6, Fortitude 8, Toughness 14/10, Will 7.
                          Totals: Abilities 42 + Powers 39 + Advantages 9 + Skills 25 + Defenses 13 = 128 points
                          Complications: Reluctant Heroism--Motivation. Weakness (after not using powers for an hour). Dark Secret.
                          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                          • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

                            The Centurion II

                            On a distant world, a scientist put his only son, not more than a few months old, down in the passenger compartment of a single-occupant spacecraft ... and then turned to the small army coordinating this most recent launch, and nodded his assent. He did his best to hide his anxiety, hoping against hope that he'd managed to keep secret the slight genetic modifications that he'd made to the infant, that would -- hopefully -- ensure that when this infant came of age, he would not "soften up" the world to which he'd been sent, in advance of their world's main invasion force. He would, instead, want only to live as one of them. And then the vessel was launched, and sped through hyperspace to the tiny blue world called Earth.

                            The vessel entered Earth's atmosphere in 1989, and was headed for a crash landing in the mid-west, when it was intercepted by the Centurion. It wasn't a type of ship that he'd ever seen before, so he brought it down to a safe landing and opened it up. Startled to see a humanoid child within, he was even more startled when it demonstrated uncanny strength -- not unlike his own, at that age. There was no recording in the craft, nor any other information about where the child had come from. So Centurion decided to leave him in the care of an old friend of his -- a student he'd taught, who'd grown up to become a teaching colleague, and who'd figured out his secret identity.

                            Sandra Leeds and her husband Tim were startled when Centurion knocked on their door (literally!) and asked them to look after this child while he investigated the spacecraft's origins. They accepted, having recently discovered that they couldn't have children themselves, and named him "Caias", a Latinate name, in honor of Centurion's own origins. Unfortunately, what with one thing and another, the hero never did get around to finding out anything more about the mysterious spacecraft.

                            "Casey" Leeds was aware that he could do things that most other kids around him could not do from an early age, and always felt more than slightly ashamed of this fact. It wasn't anything his parents did; if anything, they encouraged him to be at ease with his abilities, while still keeping them a secret. But Casey felt ... soiled, whenever he used his powers. He didn't know why. Complicating matters further was his friendship with (and mild crush on) one of his mother's students, Xena Latham, a prodigy only four years older than he who was already taking high school classes. Xena had already developed a theory that superhumans weren't actually contributing anything positive to human development, and might actually be diminishing it. If Xena, who was so much smarter than he was, believed this, then maybe there was something to it ...

                            Then 9/11 happened. Xena went completely ballistic, loudly asserting -- to anyone and everyone -- that this was the proof of her theories, that this would never have happened in a world where there weren't superbeings. A few months later, she disappeared completely. Eventually, Casey would learn that she had hooked up with GENOCIDE, the domestic terrorist organization bent on the extermination of all superhumans. To say that this was unsettling to him would be an understatement.

                            In 2005, his high school class took a trip to Freedom City, and the inevitable happened. Rant and Rave just had to pick a fight with Doc Otaku just as the class was visiting the Hunter Museum, and heavy things had to get knocked over, and Casey just had to go use his powers to save his classmates from getting crushed. And because no good deed goes unpunished, he wasn't even able to pull it off without anyone noticing. Only a few weeks after they got home, his parents were visited by Duncan Summers, who offered a full scholarship to attend the Claremont Academy and membership with the Next Gen.

                            Serving reluctantly and unhappily, Casey did manage to make friends with Nereid, and with her encouragement, decided to explore the mystery of his origins. This led to a series of events, too complicated to go into here, that revealed those origins to him, and led to the annihilation of his homeworld, as well as his exile to hyperspace. (For full details, see here, here, here, here, and here.*) He was finally set free of this exile in 2465, and promptly volunteered to assist the human sphere in its war against the Grue. Eventually, he became known as the Centurion, as he was now regarded as the greatest hero of his era, as the original Centurion had been.

                            In the present day of 2525, Casey Leeds is a man at peace with himself. He outgrew the conditioning that his father implanted in him quite some time ago, and no longer regards his superhuman attributes as disgusting or unpleasant. On the other hand, he doesn't take any particular pride or pleasure in them; they're just tools, like the flight ring that the Clockwatcher gave him when they first met. (It seems to be the product of a technology centuries ahead of even the advanced science of the 26th century. When asked about it, the Clockwatcher simply states that he was asked to give it to the Centurion in gratitude for services to be rendered.) He would still very much like to be a normal human being, but accepts that this is never going to happen, and would not be susceptible to offers to make it happen.

                            He is very aware of the fact that he's not, and probably never will be, the equal of the original Centurion at his prime. As a result, he employs some technological aids to enhance his natural abilities, but will only do so when facing serious threats. He wants to live up to his predecessor's legacy, but he never listens to or believes the hype.

                            His experiences in the void have left him with a great deal of patience. He knows that evil can flourish for a time, but that even if it is left unchecked, it will eventually destroy itself. Nonetheless, for the sake of the innocent, it is better to stop it from flourishing before it can start.

                            That said, one crucial fact about him sometimes escapes people's attention. He was not trained by the original Centurion -- in fact, they met only one time, when he was about three years old. He was trained by the Raven, and it shows. When fighting fairly will end a fight sooner, he'll do so; when fighting very dirty will accomplish the same end, that's what he'll do too.

                            The Centurion -- PL 15

                            Abilities: STR 15 | STA 15 | AGL 1 | DEX 1 | FGT 9 | INT 6 | AWE 4 | PRE 5
                            Powers: Flight Ring (Flight 15; Immunity 3 [suffocation, vacuum]; Movement 2 [space travel 2]; Sustained Impervious Protection 6; Removable), Invulnerability (Immunity 8 [aging, cold, disease, heat, poison, pressure, starvation & thirst]; Impervious Toughness 10), Power Lifting (Enhanced Strength 2, Limited to lifting), Super-Speed (Enhanced Advantages 2 [Improved Initiative 2]), Quickness 10; Array: Speed 10, AP: Leaping 10, AP: Swimming 10), Telescopic Vision (Senses 3 [extended vision 3]).
                            Equipment: Power Cesti (Strength-based Damage 4), Universal Translator (Comprehend Languages 4).
                            Advantages: Assessment, Defensive Attack, Equipment 4, Improved Initiative, Interpose, Jack-of-all-Trades, Leadership, Ultimate Effort (Toughness checks).
                            Skills: Expertise: History 3 (+9), Expertise: Teacher 6 (+11), Insight 10 (+14), Intimidation 6 (+11), Perception 8 (+12), Persuasion 8 (+13), Technology 4 (+10), Treatment 3 (+9).
                            Offense: Initiative +9, Unarmed +9 (Close Damage 15), Power Cestus +9 (Close Damage 19)
                            Defense: Dodge 8, Parry 9, Fortitude 18, Toughness 21/15, Will 12.
                            Totals: Abilities 112 + Powers 86 + Advantages 10 + Skills 24 + Defenses 15 = 247 points
                            Complications: Responsibility--Motivation. Relationship (Thetis the Eternal). Reputation (near godlike regard among the citizens of the Confederation).

                            * Owing to temporal confusion, the character in question is given the name "Caias Ward" in these accounts. This should be ignored.
                            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                            • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

                              Overshadow II

                              Historical records (those that have survived) describe the end of the Secret Hierarchy of Agents for Domination Over the World as coming in the year 2078, at the height of some conflict between nations. (The details of this conflict have been lost.) A fleet of space battleships were launched from a secret factory in the asteroid belt, taking up orbit above all of Earth's major cities, and broadcasted a demand for surrender to SHADOW. A small group of heroes (about whom, again, nothing is recorded) managed to infiltrate the armada's command vessel and destroy it, in the process apparently annihilating Overshadow and all of his clone bodies. They also started a chain reaction that either disabled or destroyed the other ships. But it was later discovered that a handful of those vessels somehow escaped, never to be seen again.

                              The conventional assumption was that they limped away, heavily damaged, and eventually succumbed to entropy. Extravagant conspiracy theories grew up around the lost ships, most suggesting that, nearly two hundred years before Bergenholm, a hyperspace drive had been installed in them, and that they'd escaped not only the battle, but the solar system itself. These legends were, of course, ignored or mocked. It should come as no surprise, then, that they were substantially correct. After a long ride through hyperspace, the ragtag survivors of the armada emerged far beyond those regions of the galaxy explored by the Lor, and made planetfall on an Earth-like world. There, held together by the iron will of their leader -- though she herself had been gravely wounded in the retreat, and soon had to undergo extensive cybernetic replacement surgery -- they began to create the Final Society.

                              Introducing her own genetic material into the clone troopers' makeup-- since she had demonstrated her superiority over Wilhelm Kantor, by surviving as he had not -- the new Overshadow started fresh. The next generation of clones would be evenly divided between males and females. It would be a purely aesthetic distinction, of course, since all reproduction took place in the laboratory. But aesthetics mattered. There was only one law in this sterile utopia -- any conflict between the clones was punishable by death for all involved. The new Overshadow intended to keep her people focused on the great work ahead of them. All but one of the ships was cannibalized to become the nucleus of an industrial base, building the tools to build the tools, and so on.

                              It took centuries to build the second SHADOW armada, with ships incorporating dozens of improvements imagined by the new Overshadow -- who by that time was the only Overshadow mentioned in the revised histories. She had no intention of fighting the last war again. This would be a very different affair, altogether.

                              By 2515, they were ready. Leaving behind only a few hundred clones to continue work on Overshadow's backup plan, the second armada launched, led by a vast flagship built on the skeleton of Overshadow's original vessel. In time, they came to the outer limits of the Confederation of World, and attacked a lightly defended agricultural planet. There was no negotiation, no discussion of terms of surrender; they had not come to conquer or rule. They simply bombarded the planet from orbit, rendering it uninhabitable. And then they moved on to the next.

                              The repeated failures of both the Freedom Legion and the Confederation Navy to achieve any meaningful victory over SHADOW has strengthened a number of secessionist arguments, which may be part of Overshadow's long-term strategy. (Or it may be a bonus.) Whenever any force capable of doing serious damage to the armada approaches, the ships activate some form of cloaking device, which has foiled even the most advanced sensors available. (In truth, the cloaking device is not what it seems. Rather than concealing the ships, it shifts them physically into the Shattenwelt. They remain there until it seems likely that their would-be attackers have dispersed, then return and mop up any remnants before escaping.)

                              On a handful of occasions, the planetary defenses of a world attacked by the armada have been sufficient to repel the initial assault. To crack such nuts, raiding parties of SHADOW troopers will be sent down in attack ships to sabotage the defenses. Since these troopers know that they'll be killed when the bombardment commences, they are perfectly willing to employ suicidal tactics to achieve their objectives.

                              And what of Overshadow herself? The few precious moments that she can spare from administration and strategy, she spends composing scores for the piano, which no one else ever hears. Locked in her private quarters, she plays them as worlds burn. As she does, it sometimes occurs to her to wonder whether this is really the future that she wanted. But then she realizes that it must be. After all, she sent visions of it to her past self, using the time transmitters developed for her backup plan, and despite seeing it, her past self continued on this course. Clearly, this must be what she wanted all along. So she's content, though she does hope that the Centurion will rouse himself to defend a world targeted by SHADOW soon.

                              Xena does want to see Casey one last time.

                              Overshadow II -- PL 15

                              Abilities: STR 11/1 | STA 7/2 | AGL 1 | DEX 3 | FGT 13 | INT 14 | AWE 7 | PRE 7
                              Powers: Arsenal (Array: Ranged Damage 15, Variable 2 [technological], AP: Linked Damage 15 and Weaken Toughness 15, Accurate, Improved Critical; Easily Removable), Cybernetics (Enhanced Stamina 5; Enhanced Strength 10; Impervious Fortitude 12; Impervious Toughness 7; Impervious Will 16; Senses 10 [darkvision, extended 2 dimensional awareness, direction sense, distance sense, time sense, visual senses penetrate illusions]), Force Field Generator (Flight 10; Sustained Impervious Protection 10; Removable).
                              Advantages: Assessment, Chokehold, Improvised Tools, Improved Grab, Inventor, Skill Mastery (Technology), Takedown Attack.
                              Skills: Expertise: Music 11 (+18), Expertise: Science 10 (+24), Insight 12 (+19), Intimidation 8 (+15), Perception 8 (+15), Ranged Attack: Arsenal 12 (+15), Technology 11 (+25), Vehicles 8 (+11).
                              Offense: Initiative +1, Unarmed +13 (Close Damage 11), Beam Saber +15 (Close Damage 15 and Weaken Toughness 15, Crit 19-20), Arsenal +15 (Ranged Damage 15).
                              Defense: Dodge 11, Parry 13, Fortitude 12/7, Toughness 17/7, Will 16.
                              Totals: Abilities 96 + Powers 127 + Advantages 7 + Skills 40 + Defenses 24 = 294 points
                              Complications: Omnicidal Psychosis--Motivation. Cybernetics Require Maintenance.
                              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                              • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion!

                                The Dragon

                                Frances Psion was born to a mother who hated her and tried to burn her to death within a few days of her birth. She was raised by a man with messianic delusions, and placed under the command of the most calculating empath ever to live. All of them used her for their own purposes, without ever considering what she might want. Yet all of them are gone, now, and the girl on fire remains, having taken the psychic energies and life forces of beings that might as well be gods, transformed them into fuel for her own flames, and thus raised herself up among them.

                                But apparently, she no longer has any purpose to her existence except for the undeniable impulse to continue that existence, regardless of any challenges that come her way. She never deigns to speak to non-psionics, and rarely even communicates with those who are psionic, except to inform them that she has chosen them for her food. The Dragon did actually condescend to have a conversation with Oxana Atreus, the planetary defender of the world of New Delphi, after failing to claim the latter as her prey but satisfying her hunger by consuming one of Oxana's companions.

                                She spoke of her own confusion at how the mental man, of which she considered herself an early example, had managed to make themselves essential to the functioning of galactic society without the violent revolution she had always been taught would be necessary. It made her wonder how much else her mentors had been wrong about ... yet that was a meaningless speculation, for she was too old and too much the product of those lessons to ever change her ways. Oxana attempted to persuade her that she could find other ways to satisfy her hunger, but the Dragon dismissed such notions. She claimed that she would exist forever as a warning that the mental man must never be taken for granted, and continue to spur the evolution of her kind by preying on those who were too weak to defend themselves, until all that was left was a species that could overcome even her.

                                Despite her predations, the Dragon is not considered as serious a threat to the Confederation of Planets as, for example, the members of the Tyranny Legion. This is because her raids are not limited to Confederation worlds, but also to planets within the Grue Unity. Telepathic Grue metamorphs are as likely to satisfy her hunger as Lor-descended mentats. For this reason, there is an effort within the Confederation military establishment to try and control the Dragon, using her as a weapon against the Grue. This will, of course, all end in tears.

                                The Dragon -- PL 16

                                Abilities: STR 0 | STA 1 | AGL 4 | DEX 6 | FGT 6 | INT 1 | AWE 2 | PRE 3
                                Powers: Cosmic Lifeforce (Immunity 36 [aging, cold effects, fire effects, life support, radiation damage]), Dragon's Flame (Array: Ranged Damage 22, AP: Ranged Burst Area Damage 14, AP: Ranged Shapeable Area Damage 14, AP: Environment 11 [extreme heat, daylight]), Flame Aura (Reaction Damage 16, Selective), Psychic Vampirism (Linked Cumulative Affliction 16 [Resisted & Overcome by Will; Fatigued, Exhausted, Incapacitated] and Weaken Psionic Powers 16, Broad, Simultaneous), Psychokinetic Force Field (Sustained Impervious Protection 19), Psychokinetic Levitation and Spacewarp (Flight 12; Movement 2 [space travel])
                                Advantages: All-Out Attack, Improved Critical (fire blast) 4, Power Attack, Startle.
                                Skills: Acrobatics 8 (+12), Intimidation 12 (+15), Perception 8 (+10), Ranged Combat: Fire Blast 4 (+14).
                                Offense: Initiative +4, Unarmed +6 (Close Damage 0 plus Damage 16), Fire Blast +10 (Ranged Damage 22, Crit 16-20), Fireball -- (Ranged Burst Area Damage 14), Fire Shaping -- (Ranged Shapeable Area Damage 14), Psychic Vampirism +6 (Close Will 16).
                                Defense: Dodge 12, Parry 8, Fortitude 12, Toughness 20/1, Will 18.
                                Totals: Abilities 46 + Powers 294 + Advantages 7 + Skills 16 + Defenses 35 = 398 points
                                Complications: Survival--Motivation. Weakness (must use psychic vampirism on targets with psionic powers or own powers diminish).
                                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].