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Space Unknown Colony Civ Quest: A hero in the making

Oct 20th, 2014
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  1. Name: Magnum Devilo
  2. Sex: Male
  3. Hero Type: Psi Magi
  4.  
  5.  
  6. Traits: Psionic,Legacy
  7.  
  8. Skills: Magical Lore, Psi Knowledge
  9.  
  10. Special abilities: Magical Studies, Psi Training
  11.  
  12. -----------------
  13. Some Back Story:
  14. -----------------
  15.  
  16. You are WANTED for being a rogue psionic.
  17.  
  18. You have ENEMIES due to lineage.
  19.  
  20. You have CONNECTIONS Bloodlines
  21.  
  22.  
  23. CONNECTIONS family, outsider, and awakened as well...
  24.  
  25. You have a acknowledged account secreted to you by your family.
  26.  
  27. You are currently on the run due to having awoken as the rare as shit psi mage.
  28.  
  29. Suffice to say your family's and your own personnel enemies exploited this fact to get rid of you.
  30.  
  31. While the succeeded unluckily for them they weren't able to kill you.
  32.  
  33. You came to this system due to FREEDOM and it being an utter bitch to deploy in.
  34.  
  35. You are particularly unusual in that unlike many of your sorcery ridden brethren you awoke as a psion instead and acquired magical studies as a mage.
  36.  
  37. This makes you one of the infamous psi magi.
  38.  
  39. The increasingly exceptionally rare individuals who can wield both.
  40.  
  41. ALERT
  42. Psi Limiters do NOT have any effect on you.
  43.  
  44. You figured out how to get around them when you briefly got captured. one of the perks of being a psi mage easy as shit to get around such problems without going full super.
  45.  
  46. Nulls are only able to halve your power at worst.
  47.  
  48. you are a high caliber Psi Magi.
  49.  
  50. A quite powerful one who ended up on this back water....which you are really starting to regret.
  51.  
  52. Mostly because it looks like this place been through HELL. While on your way down you could see the massive scars on the land the huge ass crashed ship. Seriously that thing is gigantic many times larger then teh colony itself easy.
  53.  
  54. On the way you also noted the peculiarty of there being a glacier despite being so near the sun and gas giant as a moon. Weird.
  55.  
  56. When you set down and out..that was when it hit you.
  57.  
  58. Shit was HOT.
  59.  
  60. For fucks sake you could practically feel yourself being microwaved from the rays. That was when you saw a sign declaring that you should cover up and drink lots of fluids.
  61.  
  62. Apparently the rays hitting you are bad for your health due to potency. Respirator is also strongly suggested due to how thin the air is.
  63.  
  64. The 'colony' from you see aka Malingrad...is a fucking wreck. Bullet holes, wrecked buildings, and apparent superstructure everywhere. Scars of war and constant battle still apparent despite the time. Even the barricades remain and craters from bombardment. Everyone meanwhile...like EVERYONE looks harsh and mean.
  65.  
  66. You...couldn't help but wonder what you got yourself into. Even after you got a room at a place and found out where the 'bigwigs' hung out.
  67.  
  68. As it turns out though...the big wigs are divided. Apparently they have been since everything went to shit. Where people either scattered or remained to try and rebuild.
  69.  
  70. Normally this wouldn't be too bad except that apparently many of those who ran are of the types you want to keep or get taken care of.
  71.  
  72. -----------------
  73. Gear
  74. -----------------
  75.  
  76. Book of sorcery, pouch of psi crystals, mage weave cloth, psi limiter, and bloody blade.
  77.  
  78.  
  79. Bloody blade is enchanted and your back up weapon. You can sacrafice health to power up your spells.
  80.  
  81. Mage weave cloth is what your wearing its basically body armor.
  82.  
  83. Psi Limiter is a device that limits psi output.
  84.  
  85. Pouch of psi crystals when used can enhance your psionics among other tricks. They are VERY expensive.
  86.  
  87. Book of sorcery contains your favorite/most commonly spells.
  88.  
  89.  
  90. You have a small amount of wealth as well as some basic supplies.
  91.  
  92. You come with 5 credits of liquid wealth.
  93.  
  94. -----------------
  95. Powers
  96. -----------------
  97.  
  98. Mind Reader: You are REALLY good at reading people's mind even those who can throw up mental blocks are something that you can usually handle.
  99.  
  100. Creator: you got a knack for crafting things. Golems, constructs, that sorta thing really.
  101.  
  102. Necromancy: You...tapped into the ugly affairs of necromancy. You know how to animate the dead and to unleash some pretty goddam nasty curses along with drains.
  103.  
  104. Mindful defense: you know how to play defensive...REALLY well. You practically know where the strikes come from way before they even do. Including bullets. Many swear you can dodge them. that isn't entirely true more along the lines you have enough of a warning to get of out of the fucking way.
  105.  
  106. -----------------
  107. Factions
  108. -----------------
  109.  
  110. >MMM: What was once the Founder might, militia, PMC, and other recruits...now hardly anything remains. Barely the bare bones of the former pro military aka the ones who have yet to successfully to escape and the ragged remains of the militia. They are HQed at the Founder Mansion that WAS the previous official HQ of the colony when they were still around.
  111.  
  112. >Megacorp Enclaves: There are TWO enclaves of them established already here lurking around. Apparently here they withdrew, established their enclaves, while the rest bailed. They move what little trade, goods and manufacturing that can be found here.
  113.  
  114. >The Tank: aka the docs and remaining researchers who stuck around. They keep the tech running and seem to be...overly competent. They largely stick to their precious remains of technology on this hot hellhole.
  115.  
  116. >Grey Grande: aka the neutral zone and where the riff raft and criminal scum lurk. Here the sole ship's master a pirate captain can be found with his forces. He has been busy moving what remains of the military out. Now there is hardly anything else and their scum just keep piling up. They don't even bother with the previous underworld locations and do business in broad daylight.
  117.  
  118. >Old Ones: What remains of previous organization when the founders were still around. They are the ones most decayed yet apparently the most dangerous of the bunch. They hang out at an old outlook structure with an excellent view. Despite not having founders among them...supposedly they got some deep connections. Including with those groups who 'left' or got 'lost'.
  119.  
  120. Those are the remaining powers the rest seemingly scattered elsewhere.
  121.  
  122. The ones that scattered...well.
  123.  
  124. One bunch apparently was a bunch of cultists who vanished into the war wreckage never to be seen again.
  125.  
  126. The remaining pro military and not private mercs apparently went into the desert...never to be seen again.
  127.  
  128. A number of bots have been sighted lurking around the wrecked mothership. Apparently though they are hostile attacking anything that dares get close.
  129.  
  130. The mixed members apparently settled in the colony.
  131.  
  132. and the last group...well apparently some forces came in later only to depart. A number of these odd guys headed off towards the cursed installation and the mothership if they didn't lift off world.
  133.  
  134. Not much is known about the last ones.
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