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Name: Puck

Concept: Pure Exaltation

Nature: Visionary

Allegiance: His family/Exalt!, the Anavasi, the Teragen (in that order)

Evolution: Third stage elevated Terat

Theme: He is a true Portent, to the point of believing that even baselines can benefit from constantly pushing themselves to the edge of their potential. They may not be able to achieve the heights that novas may, but they can still become the epitomes of baseline humanity.

HT: cm / 5'5"

WT: 59 kg/130 lbs

Hair: Black, short and spiked, often with colored tips

Eyes: Impossibly bright island-water blue

Age: Born March 24th, 2024 but seems to be in his late teens or early twenties.

Attributes

STR: ●●●●● ●●●●● (Athletic) Mega

DEX: ●●●●● ●●●●● (Flexible) Mega

STA: ●●●●● ●●●●● (Tireless) Mega

PER: ●●●●● ●●●●● (Intuitive) Mega

INT: ●●●●● ●●●●● (Discerning) Mega

WIT: ●●●●● ●●●●● (Creative) Mega

APP: ●●●●● ●●●●● (Sensual) Mega

MAN: ●●●●● ●●●●● (Persuasive) Mega

CHA: ●●●●● ●●●●● (Suave) Mega

Mega Attributes and Enhancements

Odin - Mega Strength

* Kid Gloves

Ptah - Mega Dexterity

* Hands of the Maker

Hermes - Mega Stamina

* Adaptability

* Fertility

* Health

* Restorative Activity (Sex)

* Tireless

* Vitality

Heimdall - Mega Perception

* True Intent

* Quantum Attunement

* Psychic Awareness

* Psi-Sensitivity

Thoth - Mega Intelligence

* Eidetic Memory

* Enhanced Memory

* Fast Learner

* Hyper-Enhanced Learner

* Ingenuity

* Linguistic Genius

* Recorder

* Total Concentration

Baldur - Mega Wits

* Artistic Genius

* Natural Empath

* Synergy

Eros - Mega Appearance

* Immaculate

* Natural Style

* Seductive Looks

* Splendor

* Blind Bewitchment - Hearing

Bes - Mega Manipulation

* Clarity

* Confessor

* Symphony of Touch

* The Voice

* Tactful

Freyr - Mega Charisma

* Bardic Gift

* Endearing

* Seductive

* Soothe

* Pedagogue

* Clarion

Abilities - +3 bonus die to all rolls from Ein Sof

Physical -

Brawl:

Might:

Throwing:

Archery:

Athletics: ●●

Drive:

Firearms:

Gunnery:

Heavy Weapons:

Legerdemain:

Martial Arts:

Melee: ●●

Pilot:

Ride:

Stealth:

Channel:

Endurance: ●●●●●

Resistance: ●●●●●

Mental- +3 auto successes from Mega-Per/Int/Wit 8

Artillery:

Awareness: ●●●

Investigation:

Navigation:

Academics: ●●

Analysis:

Bureaucracy:

Computer:

Demolitions:

Engineering:

Intrusion:

Gambling:

Linguistics: ●●●●●

Bodhi Language: ●●●●● (native)

Bodhi by the dots.
● Is the most concise and precise language available (currently) to the baseline population. Communication takes roughly half the time of other baseline languages. Accidental misunderstanding through Bodhi is virtually impossible, even attempting to lie in the language is difficult at best due to the structure of the language. Requires Int 2 or above.

●● Communication, written or spoken, is done in a quarter of the time of any baseline language. Requires Int 4 or above.

●●● Communication, written or spoken, is done in an eighth of the time of any baseline language. Lying is impossible when speaking at this level or higher of Bodhi, due to the nature of the language and the level of complexity in communication. Requires Int 6 or above.

●●●● Entire paragraphs worth of information can be communicated through a single word, spoken or written; Bodhi at this level incorporates quantum fluxes to allow for the greatly increased efficiency. Concepts above baseline understanding can be discussed, much as baseline languages have technical jargon, but it is more cumbersome than regular conversation (effectively at the ●●● mark for efficiency). Requires: Int 8 or above if no quantum fluxes are being used to discuss/write about concepts beyond normal baseline understanding; this takes longer to communicate (effectively at the ●●● mark for efficiency). Quantum Attunement is required for full verbal communication at this level, Attunement ● is required for full literacy.

●●●●● Ditto ●●●● only entire novels, oratorical recitations, and other long communications can be compressed into single words. Also, discussion of concepts beyond normal baseline comprehension is as concise as regular conversation. Requires Int 10 or above if no quantum fluxes are being used to discuss/write about concepts beyond normal baseline understanding; this takes longer to communicate than with the fluxes (effectively at the ●●●● mark for efficiency). Quantum Attunement & Node ● allow full verbal communication at this level, Attunement ● is required for full literacy.

Medicine:

Science:

Survival:

Tradeskill:

Arts: ●●●●●

Biz: ●●●

Mediation:

Modulate: ●

Rapport: ●●●

Shadowing:

Tactics:

Weave:

Social- +3 auto successes from Mega-App/Man/Cha 8

Disguise:

Intimidation:

Style: +16 from Mega Appearance 8 & Natural Style

+8 extra dice to all attempts detect or resist attempts to manipulate or trick Puck from Mega-Man 8 (hehe....MegaMan....)

Interrogation:

Seduction: ●●●

Streetwise:

Subterfuge:

Animal Training:

Carousing:

Command: ●●●●●

Etiquette:

Instruction: ●●●●●

Perform: ●●●

Backgrounds:

Allies: ●●●● (Scripture/Divis Mal)

Allies: ●● (Dr. Saraswati Loshe)

Attunement: ●●●●●, Boosted Attunement 1

Backing: ●●●●●, In Charge

Cipher: ●●●

-Contacts: ●●●●●, Kingpin

Dormancy:

Equipment:

Eufiber:

Favors:

-Followers: ●●●●●, Legion

-Influence: ●●●●●, Renown

Mentor:

Node: ●●●●●

Rank:

Resources: ●●●●●, Wealth Beyond Avarice

-Reputation: ●●●●●

Sanctum:

Adversarial Backgrounds:

Supplicants of the Ascent: size ●●●●● / devotion ●●●●●, Horde

Media Exposure: ●●●●●, Front Page Darling (●● Darrik/Shadowheart, ● Brute/Eden, ● Starseed, ● Saraswati Loshe)

Suitors: ●●●●●, Ladybait

Quantum: ●●●●● ●●●●

Quantum Pool: 125

Taint: - Temporary, - Permanent

Chrysalis: ●● Temporary, - Permanent

Archetype: Portent

Willpower: ●●●●● ●●●●

Initiative: 46

Powers (Level 1: Violet, Level 2: Blue, Level 3: Green, Level 4: Yellow, Level 5: Orange, Level 6: Red - In Theme BOLD)

Lugh - Body Modification

* Enhanced Attributes: All

Mahavishnu:

  • Empathic Shield ●●●●● ●●● (Mastery I: 32 auto successes + 3 from Ein Sof)
  • Psychic Shield ●●●●● ●●● (Mastery I: 32 auto successes + 3 from Ein Sof)
  • Quantum Shield ●●●●● ●●● (Mastery II: 64 auto successes)
  • Sensory Shield ●●●●● ●●● (Mastery I: 32 auto successes)

    Effect: Auto successes/soak to relevant effects


    Atlas: Matter Attunement ●●●●● ●●● (Mastery I & II)
    Mastery Effects: Costs no qp to activate, attunes x15 normal amount of mass, may attune any mass within [Quantum + MA] x 300 kilometers.
    Level: 1 (3 by Mastery)
    Die Pool: Wits + MA
    Extra: Remote Attunement & Exponential Attunement
    Effect: Exponential Attunement (Each success triples the mass for attunement), Remote Attunement (may attune any mass within [Quantum + MA] x3 meters as though he were touching it) FC pg 11

    Ein Sof: Quantum Gestalt ●●●●● ●●●● (June 2027: 1570 members)
    Level: 1
    Quantum Minimum: 5
    Dice Pool: N/A
    Range: Special
    Area: Special
    Duration: Instant
    Multiple Actions: No

    User & Target Restrictions:
    User - Eidetic Memory, Fast Learner, Linguistic Genius, Recorder, Synergy & Total Concentration Enhancements, and Bodhi •••••
    Target - All the Enhancements listed above, Bodhi ••, and be willing and attuned to the user when they are added to the gestalt. Target cannot be a latent or active Psiad or Daredevil.

    Cost: The user spends a temporary willpower point and activates the power; they also pay an additional one qp per member added to the gestalt. Qi Meng practitioners require extra qp above the original one be spent to add them (due to their noetic influence), based on their Qi Meng stage: +1 temporary willpower & +1 qp for stage 1, +2 temporary willpower & +3 qp for stage 2, and +3 temporary willpower & +5 for stage 3. If they have the Chi Mastery power, the cost is 5 temporary willpower & 10 additional qp.

    Any nova in the gestalt that meets the user requirements and has the Exalted Gestalt power may add new members to the gestalt. Eviction of members from the gestalt require a contested roll of a nova's [Quantum Gestalt + Quantum Rating] vs. the target's Willpower; the nova must be part of the gestalt and possess the Quantum Gestalt power and this is a "public" action within the gestalt, meaning all members will be aware of the attempt/expulsion. Expulsion may also occur by the majority will of the gestalt (ST discretion). Any member may drop out of the gestalt whenever they choose, though they will have to find a nova with the power to add them back if they want back in later.

    Techniques (named for the Nine Intelligences theory of intelligence, plus one ;) ) :
    1. Naturalist Intelligence - Members may share senses at will, though sending and receiving targets must both be willing.
    2. Musical Intelligence - +1 bonus die for Social Ability die pools per power of 10 people in the gestalt.
    3. Logical-Mathematical Intelligence - +1 bonus die for Mental Ability die pools per power of 10 people in the gestalt.
    4. Existential Intelligence - Allows inheritable Gestalt.
    5. Interpersonal Intelligence - +1 empathic auto success/soak per power of 10 people in the gestalt.
    6. Body-Kinesthetic Intelligence - +1 bonus die for Physical Ability die pools per power of 10 people in the gestalt.
    7. Linguistic Intelligence - +1 psychic/mental auto success/soak per power of 10 people in the gestalt as an effect of group thought in Bodhi.
    8. Intra-Personal Intelligence - Allows telepathic communication within the gestalt. Members of the gestalt may tune in and out of the shared telepathic network, or even tune in or out specific members of the gestalt (think a chat room, with additional private rooms or private messages).
    9. Spatial Intelligence - The gestalt works across all time, distance and other physical phenomena that might otherwise disrupt a psychic link. Otherwise, the range of the power is 1,000 km x [Quantum + Quantum Gestalt].
    10. Quantum Intelligence - Members may be added or subtracted from the gestalt without requiring the gestalt to be re-established. Puck may even remove himself from the gestalt and leave it intact, however no other new members besides those that inherit access from their parents may be added until Puck or another nova with Ein Sof (re)joins the gestalt. If a member moves outside of the range of the gestalt, they are considered to have voluntarily dropped themselves from the gestalt. The gestalt is considered "centered" where the most members are gathered.

    Note - Powers of ten: 10 - 100 - 1,000 - 10,000 - etc.

    Janus: Bodymorph

    Level 2

    Extra: Phase Shift

    Aberrations: Living Quantum is now Puck's "true" form. He can only use the Density Decrease power at full strength and cannot make parts of his body solid while in that state. He must pay the quantum cost to switch between the two forms, but may maintain the Quantum Living (QL, Fleshform) without paying the maintenance cost. If cut while in his QL form, the incision glows as the quantum field beneath is revealed; because of this, for each level of lethal damage Puck sustains while in QL he incurs a -1 penalty to attempts to hide and attackers have a +1 bonus die to attacking him.

    1. Living Quantum - Energy Bodymorph
      • Lethal damage on Brawl & Martial Arts attacks
      • +1 difficulty to hit
      • Density Decrease 5
      • Transmit w/Broadband (Dependent on QA, uses QA range)
      • Quantum Awareness Extra: Extended Range

    • Quantum Living - Fleshform Bodymorph
      • Dispersed Organs x2
      • Blind Bewitchment Scent, Taste, Touch
      • Ageless
      • Mirroring
      • Friendly Face
      • Objet D'Art
      • Timeless


        Logos: Quantum Instruction: ●●●●● ●●●
        Level: 2
        Dice Pool: Quantum + Quantum Instructor + Instruction
        Range: One Student
        Area: N/A
        Duration: Permanent
        Prerequisites:
        Instructor - Instruction 3, the Pedagogue Enhancement, equal rating in Bodhi required to learn the subject, ability to attune all students for the length of each session, Clarion, The Voice
        Student - See Bodhi Requirements
        Extra: Area (Clarion range, bounded by the walls of a room if inside)

        Effect: This power allows a nova to teach another nova any power, body modification, enhancement or mega attribute that the nova has, as though it was in theme for them, one can not develop more dots in any power or mega then the nova herself has in that power or in Quantum Instruction. Additionally, it can be used to teach baselines enhancements that are always on and cost no quantum to use, though they must possess supreme human accomplishment in the attribute that matches that enhancement (5+); it also allows the teaching of merits that the nova possesses, even such things as Quantum Recovery or Eufiber Attuned. Quantum related merits can only be taught to other novas, though all other merits can be taught to anyone. Mechanically, this allows rolling Quantum Instruction + Instruction + Quantum (as though Mega Dice) each week, as per the instruction skill (pg 90, PG). Like the instruction skill, Quantum Instruction grants a number of experience points that can be used to learn the power that the nova is teaching, though no more than [Quantum + Quantum Instruction]/2.

        Bodhi Requirements
        Quantum Merits - Bodhi ••••
        Other Merits - Bodhi •
        Enhancements - Bodhi •

        • Body Modifications - By NP cost (per level of mod, not total for stacking mods)

          • 1 NP = Bodhi •
          • 2 NP = Bodhi ••
          • 3 NP = Bodhi •••
          • [*]Mega-Attribute - By rating

              [*]1 & 2, Bodhi •

              [*]3 & 4, Bodhi ••

              [*]5 & 6, Bodhi •••

              [*]7 & 8, Bodhi ••••

              [*]9 & 10, Bodhi •••••

              [*]Powers - By level

                [*]Lvl 1 Powers - Bodhi •

                [*]Lvl 2 Powers - Bodhi •

                [*]Lvl 3 Powers - Bodhi ••

                [*]Lvl 4 Powers - Bodhi •••

                [*]Lvl 5 Powers - Bodhi ••••

                [*]Lvl 6 Powers - Bodhi •••••

                Ares: Quantum Weapon

                Dice Pool: Dexterity + Melee

                Effect: Summons a sword that does [Quantum + Quantum Weaponx2] lethal damage.

                Saa: Quantum Awareness ●

                Dice Pool: Perception + Quantum Awareness

                Range: [Quantum + Quantum Awareness] x 10 kilometers

                Duration: One Scene

                Direct Awareness - see page 127 of the Player's Guide for description of the technique.

                Shiva: Living Chrysalis ●

                Channel -

                Dice Pool: Willpower + Living Chrysalis

                Effect: Attempt to channel non-Archetype temporary taint accumulation into temporary Chrysalis.

                Consume -

                Dice Pool: Living Chrysalis

                Effect: Attempt to convert one point of permanent taint into five points of temporary Chrysalis.

                Evolve -

                Cost: N/A

                Effect: Quantum Rating costs Current Rating x4 to buy up and Extras cost half. Aberration alterations (additions and subtractions) allow alterations to what is in-theme for the character.

                Taint Removal -

                Dice Pool: Willpower + Living Chrysalis

                Effect: Attempt to remove temporary taint with the cost of 3 temporary willpower points, or permanent taint with a permanent willpower point. Each success removes a point of temporary or permanent taint, but does not affect aberrations.

                Transference -

                Dice Pool: Living Chrysalis

                Effect: Attempt to change Archetype by spending 30 quantum points and 2 permanent willpower points; Chrysalis state for 3 days and then roll, need 3 success to change.

                Transmigration -

                Dice Pool: Willpower + Living Chrysalis

                Effect: Convert Chrysalis directly to xp. Each success allows the player to convert 1 permanent Chrysalis to 3 xp or 5 temporary Chrysalis to 1 xp.

                Quantum Signature Manipulation -

                Dice Pool: Manipulation + Living Chrysalis

                Range: Touch

                Duration: Instant

                Effect: Each success can be used to add or remove 1 point of Quantum Merits and Flaws; can add or remove aberrations at a cost of successes equal to the minimum Taint rating to have acquired the aberration (4 for minor, 6 for medium, 8 for major).

                Prometheus: Node Supremacy ●

                Sense M-R Node (Automatic) -

                Area: [Quantum + Node Supremacy] x 10 Meters

                Duration: Permanent

                Effect: The character can sense latent M-R nodes.

                Manifest M-R Node -

                Dice Pool: Intelligence + Node Supremacy

                Range: Touch, Duration: Instant

                Effect: Changes the DNA of a non-latent baseline to a latent baseline.

                Note: Cannot affect latent psiads or daredevils.

                Evolve Node -

                Dice Pool: Manipulation + Node Supremacy

                Range: [Quantum + Node Supremacy] x 10 Meters

                Duration: Instant, Extended rolls allowed, only one movement up per turn.

                Effect: Raises levels of the Node background.

                Devolve Node -

                Dice Pool: Manipulation + Node Supremacy

                Range: [Quantum + Node Supremacy] x 10 Meters

                Duration: Instant, Extended rolls allowed, only one movement down per turn

                Effect: Removes levels of the Node background. Node levels 1 - 5 return at a rate of one per day, N-Stage returns at a rate of N-Stage rating x 2 days.

                Dormancy -

                Dice Pool: Manipulation + Node Supremacy

                Range: [Quantum + Node Supremacy] x 10 Meters

                Duration: Instant; may only be used on someone that currently has no rating in Node.

                Effect: Each success applies a level of Dormancy per the background on pg. 141 of the Core Book. Six successes allows the user to enforce the "switch" rules of Dormancy, causing the victim to look human despite any aberrations above and beyond those already suppressed by Dormancy. Dormancy lasts for [Quantum + Node Supremacy] days, after which the nova may begin to regain Node points if they were brought down to 0 Node by Devolve Node.

                Latency Removal -

                Dice Pool: Intelligence + Node Supremacy

                Range: Touch

                Duration: Instant

                Effect: Removes the latent M-R sequence from a baseline.

                Node Rush -

                Dice Pool: Intelligence + Node Supremacy

                Range: [Quantum + Node Supremacy] x 10 meters

                Duration: Instant

                Effect: One success erupts a latent nova. Non-latents erupted with Node Rush automatically gain Quantum Rating 1 and 20 quantum points; latents, natural or those created with the Manifest M-R Node technique, follow the starting nova rules in the core book. Each additional success on the roll adds two more nova points to the build. The user may determine what the first three extra dots are spent on.

                Merits & Flaws

                Pre-Apotheosis -

                Iron Will: 6

                Natural Leader: 1

                Quantum Recovery: 3

                Quantum Integrity: 5

                Quantum Sensitivite: 2

                Sexy: 1

                Addiction (Sex): 2

                Debt: 2 Initial financial support to start his company, Count Orziaz.

                Enemy 3 (1,2): The Primacy - His company and his generally positive attitude towards baselines has earned the annoyance of the Primacy. So far the group is content to simply harass him on occasion. Basically, it's known to most members of the group that he's fair game for humiliation, though actually harming him is considered a faux pas. It's become a contest between lower ranked members of the Primacy and the Harvesters on who can humiliate the pretty boy zip-lover, especially in front of his followers and devotees.

                Enemy 3 (1,2): The Harvesters - His company, his beauty, his lack of taint, and his generally positive attitude towards baselines has earned the emnity of the Harvesters. So far the group is content to simply harass him, usually by trying to scare the bejesus out of him if he's alone or by crashing one of his parties to terrify the baselines and ruin the mood. As with the Primacy,it's known to most members of the group that he's fair game for humiliation, though actually harming him is still considered a faux pas. It's become a contest between lower ranked members of the Primacy and the Harvesters on who can humiliate the pretty boy zip-lover, especially in front of his followers and devotees.

                Eufiber Rejection: 2

                Intolerance: 1 Puck cannot abide anyone who harms children. He is protective of those he considers family, but his protectiveness of all children makes him dangerous to be around for those that have done harm to children in the past or show any behavioral patterns or opinions that make them a danger to children.

                Lusty: 1

                Minority: 1 Bisexual & Punk Subculture

                Secret: 3 Technically underage by sixteen years, a fact Utopia would no doubt use to get their hands on him or at least shut down his business and threaten him, his lovers, and former lovers with statutory rape and child molestation charges.

                Vengeful: 2 Particularly tied to his Intolerance and Rage.

                Aberrations (Low: Violet, Medium: Blue, Severe: Green)

                Pre-Apotheosis

                Quantum Beacon: Like all second gen novas, Puck is unmistakably a nova.

                Aberrant Eyes: Impossibly bright island-blue.

                Aberrant Skin: Iridescent skin.

                Convivial: Needs to be around people.

                Sex Object: People see him as a sex object.

                Surreality: Puck is irresistibly fascinating.

                Distinctive Looks: Puck cannot (and hardly ever wants to) hide who he is.

                Rage: From the moment Puck learned the extent of the abuse his sister had endured as a child, he's had a simmering rage burning in him. Most days he easily corrals it to a private and protected place within himself, but once the rage is triggered he acts with deadly focus until whatever situation or parties responsible for said situation are eliminated. Care for those he considers family can pull him out of his rage for the moment, but it remains and cements itself into a patient hunting vengeance.

                Heartthrob: When someone decides Puck is being seductive towards them, they become easily enthralled.

                Heartthrob Mechanics - Alternate from the Forceful Personality mechanics.
                �� Heartthrob (Mega-Appearance/Charisma): The nova is absolute dynamite when it comes to infatuating those people attracted to members of the nova’s gender. The problem is that the nova is like this all the time, and can’t turn off his or her sex appeal... (This should be restricted to novas with the Seductive Looks and/or Seductive enhancements.) In game terms, any and all extra successes the nova may gain via the Seductive and/or Seductive Looks enhancements are effectively doubled for seduction rolls (not persuasion – the nova’s victims will tend to hear only what they want to from the nova) when a victim decides that the nova has instigated flirting or some other indication of attraction. These extra successes are essentially "phantom" successes that exist only in the victim's mind. The character does not gain these successes when they deliberately instigate seduction. The Storyteller will make all Seduction rolls for potential victims of the aberration. Novas with this aberration will often have no idea that they’ve won a victim’s affections – until the victim makes some moves of her/his own...

                Cannot Lie: Puck is incapable of directly lying. This bothers others much more than it does him.

                Addictive Looks: Puck's mere appearance can be addictive to baselines.

                Addictive Visage Mechanics
                �� Addictive Visage: While all Mega-Beautiful and Mega-Handsome novas are capable of inspiring adoration and lust in other people, some of those novas take the idea of being attractive to others a bit too far. The undisguised physical appearance of a nova with this aberration is psychologically addictive to baselines that are sexually oriented towards members of the nova's gender. In game terms, treat the nova's visage as a drug with an Addiction Rating equal to the nova's permanent Taint score when the nova is viewed by baselines of the correct sexual orientation. When watching a nova with this aberration, affected baselines will feel intense euphoria and feelings of romantic love along with a loss of inhibitions – consider their effective Wits and Intelligence scores to be lowered by [the nova's permanent Taint - 5] dots, down to a minimum of 1. Additionally, all Willpower rolls to resist sexual overtures from the nova (real or imagined) suffer a difficulty penalty equal to the nova's permanent Taint. If the nova is being viewed via recordings, the Addiction Rating of his or her visage is lowered by 4 points, unless the nova has the Almost Live enhancement. Addicted baselines will gain the 2-point version of the Addiction Flaw (on pg. 71 of the Aberrant Player's Guide). The effects of this aberration will last for [the nova's permanent Taint -5] hours. “Detoxing” from the effects of this aberration takes the same length of time, and will leave affected baselines with both a +1 difficulty penalty on all perception rolls to detect pleasurable sensations and a +2 difficulty penalty on all Willpower rolls until their neurochemistry returns to normal. Addicted baselines with Willpower scores of 4 or less may also develop delusions of having a romantic relationship with the nova – these unfortunates often become stalkers. The only way for the nova to control this for any length of time is to use the Mr. Nobody enhancement, provided that his or her Mega-Appearance is high enough to “cover up” this aberration. It should also be noted that a nova with this aberration is likely to be regarded with jealousy from baselines of the same sexual orientation – these folks will see the nova as a sexual rival, resulting in the nova suffering an additional +1 difficulty penalty for social interactions with those people.

                Known Languages

                Native: Bodhi, a language of his own devising, with assistance from Scripture

                Others: Romance Family, Mandarin Family, Arabic Family, Coptic Family, Sanskrit Family

                Movements

                Walk: 7m, Run: 17m, Sprint: 35m

                Soaks

                Base Soak: 10B/3L

                Healing Rate: x7

                Health Levels: Dice pool penalties due to injuries and pain reduced by 5.

                Unhurt

                Bruised

                Bruised

                Bruised

                Bruised

                Hurt

                Injured

                Wounded

                Maimed

                Crippled

                Incapacitated

                Dead

                Creation/Apotheosis Log
                Attributes: Strength 5, Dexterity 1, Stamina 1, Perception 5, Intelligence 2, Wits 1, Appearance 5, Manipulation 4, Charisma 1

                Abilities: Athletics 2, Endurance 5, Resistance 5, Awareness 3, Academics 1, Linguistics 5, Arts 3, Biz 2, Rapport 2, Seduction 3, Perform 3

                Backgrounds: Node 5, Cipher 2

                Adversarial Backgrounds: Fanclub (1/1) -2, Media Exposure -1, Suitors -1

                NP - 60 Pre-Apotheosis

                -13, (47) Attributes: Dexterity 2-6, Stamina 2-8, Perception 6, Intelligence 3-6, Wits 2-6, Appearance 6-10, Manipulation 5-8, Charisma 2-10

                -46, (1) Mega-Attributes: Strength 1, Dexterity 1, Stamina 1-3, Perception 1, Intelligence 1, Wits 1-3, Appearance 1-5, Manipulation 1-3, Charisma 1-5

                -0, (1) Abilities:

                -0, (1) Backgrounds:

                -1, (0) Powers: Body Modification 3 (Enhanced Attributes: All)

                -0, (0) Willpower:

                -0, (0) Quantum:

                -0, (0) Quantum Pool:

                120 Post Apotheosis NP Log:

                -4, (116) Attributes (all to 10)

                -56 (60) Megas (All social/mental to 8)

                -1, (59) Abilities (Art 5, Instruction 1-5)

                -1, (57) Backgrounds (Allies 4 (Scripture/Divis Mal), Attunement 5)

                -48, (10) Powers (Empathic/Psychic/Quantum/Sensory Shields 8, Matter Attunement 8 w/Ranged Attunement and Exponential Attunement, Quantum Gestalt 8, Quantum Weapon 1, Bodymorph 8 w/Phase Shift & Permanent Aberration, Quantum Instruction 8 w/Area & Mutation, Quantum Awareness 1)

                -0, (10) Willpower:

                -0, (10) Quantum:

                -10, (0) Quantum Pool: +50 qp

                Freebie Points - 15 + 9 from aberrations

                -14 (10) Willpower 4-10

                -5 (5) Backing 1-5

                -1 (4) Attunement 1

                -1 (3) Cipher 3

                -2 (1) Resources 1-2

                -1 (0) Natural Leader Merit

                ST Freebies -

                Quantum 6 - 8

                Quantum Pool 50 - 75

                Attributes - Perception 7-10, Intelligence 7-9, Wits 9 & 10

                XP Log
                10/19/2011 Starting (10 Baseline, 10 Standard, 10 Quantum)

                10/19/2011 -0, -2, -0 (10 Baseline, 8 Standard, 10 Quantum) Attunement 1

                10/26/2011 -0, -0, -3 (10 Baseline, 8 Standard, 7 Quantum) Splendor

                10/26/2011 -0, -0, -3 (10 Baseline, 8 Standard, 4 Quantum) Confessor

                10/26/2011 -0, -0, -3 (10 Baseline, 8 Standard, 1 Quantum) Health

                10/26/2011 -0, -2, -1 (10 Baseline, 6 Standard, 0 Quantum) Tireless

                10/26/2011 -0, -3, -0 (10 Baseline, 3 Standard, 0 Quantum) Vitality

                10/26/2011 -0, -3, -0 (10 Baseline, 0 Standard, 0 Quantum) Bardic Gift

                10/26/2011 -6, -0, -0 (4 Baseline, 1 Standard, 0 Quantum) Art 4

                10/26/2011 -4, -0, -0 (0 Baseline, 1 Standard, 0 Quantum) Biz 3

                10/28/2010 +1 Resources from High Finance Roll, Midas Gamble Interlude Fiction

                10/29/2010 +1 Resources from High Finance Roll, Midas Gamble Interlude Fiction

                10/30/2011 +2, +8, +2 (2 Baseline, 8 Standard, 2 Quantum) Warm Hearts, Cold Homes Interlude Fiction

                10/30/2011 -0, -4, -2 (2 Baseline, 4 Standard, 0 Quantum) Attunement 2 & 3

                10/31/2011 +1 Resources from High Finance Roll, Midas Gamble Interlude Fiction

                11/01/2011 +2 Cult/Fan Club 1 size/1 devotion, +1 Media Exposure +1 Suitors, Midas Gamble Fiction

                11/01/2011 +1 Followers, +1 Reputation, +1 Contacts, +1 Influence, Midas Gamble Fiction

                11/02/2011 +1, +6, +0 (3 Baseline, 10 Standard, 0 Quantum) Midas Gamble Interlude Fiction

                11/02/2011 -0, -4, -0 (3 Baseline, 4 Standard, 0 Quantum) Atunement 4

                11/20/2011 +2, +2, +2 (5 Baseline, 6 Standard, 2 Quantum) Acts of Desire Fiction

                11/20/2011 +2, +6, +2 (7 Baseline, 12 Standard, 4 Quantum) Exalted Thoughts Interlude Fiction

                11/20/2011 +8 Cult/Fan Club 2-5 size/ 2-5, +4 Media Exposure, +4 Suitors Exalted Thoughts Interlude Fiction

                11/20/2011 +3 Followers, +3 Reputation, +3 Contacts, +3 Influence Exalted Thoughts Interlude Fiction

                11/20/2011 Legions, Horde, Kingpin, Front Page Darling, Renown, Ladybait

                11/23/2011 -0, -5, -4 (7 Baseline, 7 Standard, 0 Quantum) Living Chrysalis 1

                11/23/2011 -4, -0, -0 (3 Baseline, 7 Standard, 0 Quantum) Allies 2: Dr. Saraswati Loshe

                01/06/2012 +2, +7, +4 (5 Baseline, 14 Standard, 4 Quantum) Ties That Bind Interlude Fiction

                01/06/2012 -0, -5, -4 (5 Baseline, 9 Standard, 0 Quantum) Node Supremacy 1

                01/06/2012 -0, -3, -0 (5 Baseline, 6 Standard, 0 Quantum) Clarion

                01/06/2012 -0, -3, -0 (5 Baseline, 3 Standard, 0 Quantum) Enhanced Memory

                01/06/2012 -0, -3, -0 (5 Baseline, 0 Standard, 0 Quantum) Hyper-Enhanced Learner

                01/22/2012 +0, +4, +0 (5 Baseline, 4 Standard, 0 Quantum) A Jungle Den.Beta Fiction

                01/22/2012 -0, -3, -0 (5 Baseline, 1 Standard, 0 Quantum) Recorder

                01/22/2012 +4, +12, +4 (9 Baseline, 13 Standard, 4 Quantum) Rain in a Place of Sin.Gamma Fiction

                01/22/2012 +4, +4, +4 (13 Baseline, 17 Standard, 8 Quantum) Rainbow Room IV Fiction

                01/22/2012 +4, +8, +4 (17 Baseline, 25 Standard, 12 Quantum) A Night Out Interlude Fiction

                01/22/2012 +2, +7, +4 (19 Baseline, 32 Standard, 16 Quantum) Aftershocks Interlude Fiction

                01/22/2012 -12, -0, -0 (7 Baseline, 32 Standard, 16 Quantum) Wealth Beyond Avarice

                01/22/2012 -0, -8, -16 (7 Baseline, 24 Standard, 0 Quantum) Quantum Attunement Mastery I & II

                01/22/2012 -0, -10, -0 (7 Baseline, 14 Standard, 0 Quantum) Psychic Shield Mastery I

                01/22/2012 -0, -10, -0 (7 Baseline, 4 Standard, 0 Quantum) Quantum Shield Mastery I

                01/22/2012 +0, +4, +0 (7 Baseline, 8 Standard, 0 Quantum) Training Grounds.Alpha Fiction

                02/08/2012 +0, +0, +6 (7 Baseline, 8 Standard, 6 Quantum) Living Chrysalis - Transmigration in Epidemics Interlude Fiction

                02/08/2012 -0, -0, -5 (7 Baseline, 8 Standard, 1 Quantum) Fertility as of June 18th, 2027

                02/08/2012 -0, -8, -1 (7 Baseline, 0 Standard, 0 Quantum) Node Supremacy 2, Manifest M-R Node Tech

                02/22/2012 +4, +8, +4 (11 Baseline, 8 Standard, 4 Quantum) GNS Interlude Fiction

                02/22/2012 +3, +7, +3 (14 Baseline, 15 Standard, 7 Quantum) Secrets Revealed Interlude Fiction

                02/22/2012 +4, +6, +4 (18 Baseline, 21 Standard, 11 Quantum) Anavasi Rising Interlude Fiction

                02/22/2012 -0, -7, -11 (18 Baseline, 14 Standard, 0 Quantum) Node Supremacy 3, Evolve Node

                02/29/2012 +4, +8, +4 (22 Baseline, 22 Standard, 4 Quantum) The New Revolution Interlude Fiction

                03/15/2012 +2, +6, +2 (24 Baseline, 28 Standard, 6 Quantum) Torch Songs Interlude Fiction

                03/22/2012 +2, +3, +3 (26 Baseline, 31 Standard, 9 Quantum) Poke It With A Stick! Interlude Fiction

                03/22/2012 Modulate 1 from Poke It free between Fast Learner and instruction from Darrik.

                03/22/2012 +0, +4, +0 (26 Baseline, 35 Standard, 9 Quantum) Zen Balance.Zeta Fiction

                03/22/2012 +3, +7, +3 (29 Baseline, 42 Standard, 12 Quantum) Some Teras Required Interlude Fiction

                03/22/2012 +2, +7, +3 (31 Baseline, 49 Standard, 15 Quantum) How Every Blockbuster Gets Started Interlude Fiction

                03/22/2012 +3, +7, +4 (34 Baseline, 56 Standard, 19 Quantum) Forbidden Fruits Interlude Fiction

                03/22/2012 -0, -13 , -19 (34 Baseline, 43 Standard, 0 Quantum) Quantum 9

                03/22/2012 -0, -16, -0 (34 Baseline, 27 Standard, 0 Quantum) Ein Sof 9

                03/22/2012 -12, -0, -0 (22 Baseline, 27 Standard, 0 Quantum) Backing, In Charge

                03/22/2012 -12, -0, -0 (10 Baseline, 27 Standard, 0 Quantum) Attunement, Boosted Attunement 1

                03/25/2012 +2, +6, +2 (12 Baseline, 33 Standard, 2 Quantum) Epidemic Interlude Fiction

                03/25/2012 -0, -13, -2 (12 Baseline, 20 Standard, 0 Quantum) Quantum Shield Mastery II

                03/25/2012 -0, -10, -0 (12 Baseline, 10 Standard, 0 Quantum) Empathic Shield Mastery I

                03/25/2012 -0, -10, -0 (12 Baseline, 0 Standard, 0 Quantum) Sensory Shield Mastery I

                04/27/2012 +4, +12, +4 (16 Baseline, 12 Standard, 4 Quantum) The Wages of Sin.Delta Fiction

                04/27/2012 +0, +4, +0 (16 Baseline, 16 Standard, 4 Quantum) A Jungle Dragon's Lair.Epsilon Fiction

                04/27/2012 +0, +4, +0 (16 Baseline, 20 Standard, 4 Quantum) Shadow Wars.Eta Fiction

                04/27/2012 -0, -5, -4 (16 Baseline, 15 Standard, 0 Quantum) Living Chrysalis 2

                04/28/2012 -11, -0, -0 (5 Baseline, 15 Standard, 0 Quantum) Command 1-5

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Puck's history is fairly short. He is Brute's brother and the child of two intellectual/social novas that were disappointed in their mostly physically oriented daughter. Brute was born a True Clade, but after the disappointment she was to her parents they joined the Teragen in hopes of learning how to better direct their procreative efforts. Puck's mother conceived again after they had begun their study of Teras, and only a handful of weeks into the pregnancy, she fell into her first Chrysalis. She spent the rest of the pregnancy in that state, coming out to almost immediately give birth. It was during this time, with her mother incapacitated and her father more focused on watching over his wife and (hopefully) second child, that Brute made her escape from their abuse, fleeing to the Antartic. Shortly after the child was born, within minutes, he showed the signs of entering Chrysalis himself, and within the hour the surprised parents were holding a delicately cocooned infant. Unsure of what this meant for their son, they sent word through channels they trusted up the power structure of the Teragen, reaching Scripture in surprisingly quick time due to the unusual and unprecedented nature of the situation. The Chrysalised infant was quickly taken from his parents and placed under the care of Scripture and Bounty within the Nursery.

Over the course of a year, the Chrysalis slowly grew until it was the same size as a normal adult Chrysalis. The man that emerged was physically and mentally mature, though uneducated and still emotionally young; his training in the basic understanding of the world was undertaken by Scripture, at first primarily through direct telepathic contact as the new nova lacked a basic understanding of language. As Puck learned, he grew a great disdain for the cumbersome and inadequate languages that existed in comparison to direct mental communication. No telepath yet in his own right, he instead opted to create his own language, which he named Brodha. The language is far more complex than any current baseline language, containing multiple layers of understanding that allow a speaker/writer of the language to grow from basic concepts all they way up to concepts understood only by those possessed of quantum enhanced intelligence. The language becomes both more precise and more concise the higher up the layers ones understanding goes, but even the most basic layers, layers that can be used and understood by baselines, are more advanced than current natural and constructed languages. As Puck's own intelligence increases, the language will continue to evolve. Once he was deemed sufficiently educated by Bounty, Scripture, and Mal, both traditionally and in the ways of Teras, he was released from the Nursery to do as he pleased. He left several lovers among the older children behind, though he maintains communications and the occasional dalliance with them (when he has the time and mostly only with those with the means of instantaneous travel); Infinity, one of his closest friends and another lover, accompanied him when he left. She is quite dear to him, being not just someone he can share physical pleasure with, but also a someone that managed to form a mental, emotional, and physical bond with him. His inspiration for Exalt! came into focus for him from his time with her. So far, she is the only person he refers to as his companion. He has lovers, friends, acquaintances, enemies, etc., but he holds that title only for her so far.

He first went to meet his natural parents and the meeting was mutually awkward and dissatifactory. His parents, rather prudish even by baseline standards, were offended by Puck's obvious sexual nature and his love of the punk culture. Puck found his parents arrogant (not surprising) and utterly uninteresting; after only a few moments his mother excused herself and left the house just to get away from him. The only benefit he felt he gained from meeting them was learning from a slip of the tongue of his father that he had a sister; when Puck pressed for more information, all he could get a basic description (and man was his sister taller than him....), that she had been called her 'Brute' so long that his father didn't even remember her real name, and that she had disappeared from their home shortly after their mother entered Chrysalis. Interested as he was in finding and meeting her, he also had ambitions to lay the foundations for, so he set aside his search for his sibling and paid a visit to Count Orziaz, whom had met once at the Nursery itself.

Puck proposed a business investment that the bemused Casablancan leader agreed to, if just to see what would happen. After securing the Count's financial support, Puck then opened Exalt!, a business/school/artist colony/spiritual temple/anything else organization that helped individuals, both baseline and nova, discover their potentials and passions and pursue them to extent of what they think is their limit, and then attempt to break them past those barriers. So far, Exalt! exists only in one location in New York, near the hub of the Blackburn and in the hub of one of the busiest and most powerful cities on Earth. So far, he's doing well enough to get by and plan expansions and new branches of his organization, though he worries about some of the people that have applied for membership in Exalt! (which does have an application and screening process). Some of those that have been rejected have taken to following his movements and continuing to try to 'prove' themselves to him; others have taken a more personal interest in him, seeking more than just a casual sexual relationship (which he's usually more than willing to indulge in) or becoming aggressive with any other people that the engaging and extroverted young nova shows affection to. His advertising campaign is garnering the attention he desired for Exalt!, but he's also finding that much of that interest is more focused on him and his personal life than on Exalt! and what he is trying to accomplish with the organization.

Irritating, but not entirely unexpected, several of the more militant and anti-baseline factions have taken umbrage with Puck's organization. Both the Primacy and the Harvesters have started taking pot-shots at Puck, though it has so far remained mostly harmless and more embarrassing than dangerous. He knows that as his organization spreads, that will likely change and is already planning measures to counter the vitriol of those factions of his fellow Terats. He has also, following his own philosophy, sought out a mentor for his artist endeavors; he found a willing instructor and inspirational friend in the Mirror Queen, leading him to a sort of double status with both the Casablancas and the Pandaimoniom, though he has no official position or true pull in either faction yet.

From day to day for now, Puck is content to learn what the Mirror Queen can teach him of art and her own view on Teras, to spend time at Exalt! interacting with members and even personally screening those in the final stages of acquiring membership, and learning more about the world and how it functions, most specifically how quantum can be manipulated at its most basic forms. He has spared some time and resources for contacting his sister after a stunningly amusing stunt she pulled on top of Mount Everest shouting "I'm on top of the world!" that was caught by the media. Unfortunately she disappeared again almost immediately after, so he's still on the hunt found a way to contact her. He finds these activities challenging, and his lovers and time spent with them relaxing; the balance in his world is precarious, he knows, but it brings him joy for the moment.

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  • 6 months later...

Puck’s In-Game Timeline

Mid March – Midas Gamble, 1 of 3

March 28th – RRIV & Acts of Desire

March 30th – Warm Hearts, Cold Homes

Early April – Rain in a Place of Sin

April 10th through April 13th – Ties That Bind

April 12th – Exalted Thoughts, 1 of 3

April 14th – Aftershocks, 1 of 2

Mid April – Midas Gamble, 2 of 3

April 17th – How Every Blockbuster Gets Started…

April 21st – Exalted Thoughts, 2 of 3

April 23rd – Exalted Thoughts, 3 of 3

April 24th – A Night Out

May 5th & 6th – Poke it with a stick!

May 11th & 12th – GNS, The Moon and Stars

Mid May – Midas Gamble, 3 of 3

May 16th & 17th – Anavasi Rising, 1 of 2

May 24th through 26th – Anavasi Rising, 2 of 2

May 26th – Aftershocks, 2 of 2

May 30th – Some Teras Required

May 31st – Epidemic, 1 of 3

June 5th – Epidemic , 2 of 3

June 7th – The New Revolution

June 15th – Wages of Sin, Home Violations 1 of 2

June 16th – Epidemic 3 of 3

June 24th – Home Violations 2 of 2

June 26th – Exalted Diplomacy

June 27th – Seeking Eden

July 3rd – Torch Songs/Infinity Infinite

July 5th – Secrets Revealed

July 21st – Dark Star

July 24th – Forbidden Fruits, Losing Sakura

September – On the Horizon

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