Occular (Worm x SWTOR)

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Ongoing
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The Eternal Empire strikes against the Sith and Republic alike!

However, DARTH OCCULUS, Heir of Kallig, Head of the Sphere of Ancient Knowledge is not one to fall so easily. Using her knowledge of ghost binding, her spirit escapes her demise, fleeing to a distant world, where she plans to bide her time and regain her power.

Her chosen vessel is unaware of this plot however, only knowing that they have gained new power. Whether that power will serve to protect or destroy, only time will tell...
Prologue 0.1
The temple rumbled and dust fell from the ceiling. The distinctive scream of intercept fighters could be heard even here, as well as the explosions that followed as they were torn apart, the ground shuddering under their impact.

Korriban, the homeworld of the Sith, was under attack.

And yet, Darth Occulus did not stir. The other members of the Dark Council had long since left -- whether to fight or to flee in the face of the enemy -- and the Council chambers sat silent. The Head of the Sphere of Ancient Knowledge however, did neither. They had analyzed the enemy forces and realized that there would be no victory in this battle. However, even if the Sith were to be denied victory, they could at least avoid defeat. It was something that Occulus excelled in. To retreat when necessary, to build power and wait for the opportune moment to strike. Though this battle might be lost, the Heir of Kallig was not so easily defeated.

Immersed in the Force, visions flickered at the edges of their vision, even as they pulled on it, shaped it into the form they desired. Flickers of color, sights processed and discarded and replaced with more. A great creature stood over a city, wreaking devastation with each step it took. A Jedi stood firm in the face of an Emperor. A golden man shone with power, yet seemed all the more empty for it. A great planet seemingly made of crystal. A young girl screamed, trapped in darkness. The Emperor was betrayed, stabbed from behind. The Emperor looked at Occulus and smiled, his plan coming to fruition.

Occulus jerked back. That Vitae's latest shell had seen them, even in a vision, was disturbing. The agitated whispers of the ghosts teased at their ears, and the sound of combat came from outside the Council doors. They ignored both. Khem Val would be their last line of defense and the Dashade did not fall so easily.

There had been an answer there, in that final vision of Vitae. They would need to commit everything to it. The spirits they had bound would need to wrung for every drop of power. The spirits would annihilated by the effort, and Occulus did not count on being able to so easily find powerful Sith ghosts to bind once again. It would be a permanent loss of power. However, it was necessary if they were to survive.

Occulus began to gather power, to direct it, swirling it about them until they seemed to be sitting in the eye of a maelstrom. It was not some simple circle however. The power followed patterns, eddies moving across the ground in eldritch shapes that Occulus had not bothered to draw. There was no need after all, so long as they kept the necessary sorcery firmly entrenched within their own mind.

The door shattered, a powerful wave of the Force sending it sliding into the Chamber. A pair of men, twins from the look of them, strode in -- one clad in black, the other in white. They immediately began to separate, circling around to surround Occulus. The one in white was the first to speak. "So this is the final member of the Dark Council? It feels a bit underwhelming to finish things off by fighting a coward who hid away."

Occulus did not answer. They simply closed their eyes. The last of their companions had fallen. They had felt Adronikos and Talos fall, the Fury crashing into the surface. Ashara and Xivhkalrainik had been part of the ground defenses. And now Khem Val was gone as well. Well. Let it not be said that they were incapable of being spiteful. They might not be capable of killing these aggressors in turn, but they could at least manage some petty vengeance. The man in black frowned and began to step forward before suddenly stopping. "Careful, Arcann. I can feel her power. And… there's something wrong here."

The man in white, Arcann apparently, let out a disdainful snort. "We've already trampled through the rest of the so-called Dark Council. I doubt this one will be any more of a challenge than the rest."

A cold voice cut through the conversation. "You would be incorrect, Arcann. Thexan is wise to be wary. Of course, you are used to being second-best to your brother, aren't you?"

The man -- no, the boy, Occulus corrected themself, flinched ever so slightly, his lightsaber seeming to ignite almost reflexively. Occulus tilted their head, the pale mask finally turning to look directly at the man as they analyzed him dispassionately. Arcann was a brute, favoring aggressive swings and keeping his opponent on the backfoot using sheer power. Thexan seemed to prefer a more defensive style, luring his opponents into making mistakes before crushing them.

Occulus was a competent duelist -- but only competent. They would be at a disadvantage in melee, especially with Thexan there to contend with as well. In that case, Occulus would need to act first. A ripple of power went through the room as the Heir of Kallig drew upon the spirits bound to them, the ghosts forming visibly to their back and their side.

The ritual had already begun, and Occulus would be able to continue it while fighting. They would not need to stall much longer, but they would need to disorient the two, draw Arcann and Thexan out of their usual tactics in order to buy time if Occulus was to be victorious.

Occulus felt the Force, felt the shape of Arcann's thoughts for a second time, and then smiled beneath their mask. "Foolish Arcann. Weak Arcann. Unwanted Arcann. Did you wonder why your father sent Thexan on this mission but tried to hold you in Zakuul? It is because you hold no value to him. Not as a son. Not even as a pawn to be used."

Thexan drew in a sharp breath, tried to speak out to warn his brother, but Arcann did not wait. As they had anticipated, Arcann let out a roar and rushed in, leaping through the air to attack them -- and immediately found himself flung back into the wall, durasteel cracking under the force. Shadows seemed to gather around him, the darkness of the chamber crushing him beneath it.

With that, Thexan's hesitation was gone and he rushed Occulus as well. Yellow blade met white, as Occulus brought their lightsaber into a block before sending a burst of lightning towards Thexan to force him back on the defensive. Thexan's charge had been enough to free Arcann however, and Occulus was forced to make a careful dance between the two.

A twist, a parry, a step to the side. Darkness caught at their feet, making even simple movement a struggle. A storm of lightning fell, scorching the chamber. Unnatural winds kicked up, swirling around them, lifting them into the air, only for them to tear their way back to the ground.

All the while, Occulus' concentration was on manipulating the Force. Another minute. If they could last a minute it would be enough. Occulus touched Arcann's mind and he swung at Thexan before realizing the truth of the illusion. The thrones that the Council once sat upon ripped down to barrage the two, forcing them to dodge back. Terror crept into their thoughts, their strikes coming slower, more hesitant with each passing moment.

Thirty seconds. It wouldn't be enough, Occulus realized. Even in the depths of rage and terror, Arcann fell into old habits working together with his brother, and their strikes were easily coordinated. A shimmering barrier of force caught a pair of strikes that would have bisected Occulus, and the Heir of Kallig frowned slightly before bursting the barrier outwards, sending Thexan skidding back even as Occulus slapped Arcann's saber aside with her open palm, channeling the heat, the energy, through her and converting it, lightning lancing out to burn along the boy's face. Occulus would fall here, but the Heir of Kallig could at least ensure that their enemies did not emerge unscathed.

Twenty seconds. It wouldn't be enough for what Occulus had originally planned. However, plans can be adjusted. It would not be ideal, but it would be functional. Occulus closed their eyes, burning through the spirits, crushing their existence one by one as she bound the last of their power into herself. Arcann screamed, raising his arm to keep the lightning from his face.

Ten seconds. Arcann screamed, as the flesh seared from his bones. Arcann screamed and Occulus smiled as she flayed him for his arrogance. Occulus smiled, her head quiet for the first time since she had first bound Lord Ergast. Then, Thexan's saber pierced through her, finding her heart.

With a final spiteful laugh at the twins, her spirit abandoned her flesh and her robes fell empty to the floor.

She would not be able to direct where she went. She had not had the time for that. Occulus had bound her spirit, much as she had once bound so many other Sith Lords. It would, in time, find a host, even if she was unsure as to who it would be. So, she would simply have to trust in the Force to carry her to safety. Her body would expire, but her spirit would remain whole.




Occulus' spirit binds itself to someone in a moment of trauma, replacing the shard-based power they would have received with herself. Who does she bind to?

[] A girl in a locker.
[] A girl being attacked by gang members.
[] A girl desperately trying to save her sister.
[] Write in: A girl who blames herself for her brothers suicide.
[] Write-In


There is the strong possibility that the danger of the situation combined with the trauma of the binding can lead to the host's injury. How are they injured?

[] Relatively Unharmed. (No particular leanings).
[] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
[] Sepsis (Increase to learning Physical abilities; Decrease to learning Mental abilities).
[] Visibly Scarred (Increased leanings towards aggression and Dark Side abilities).
 
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Character Sheet
  • Character Sheet
    Name
    Taylor Hebert​
    Cape Identity
    Seeker​
    Status
    Tired​
    Health
    5/5​
    Base Attack Bonus
    2​
    Armor Class
    15​
    Force Save DC
    13​
    Expenses Available
    2​
    Components Available
    0​


    Equipment Description
    Homemade Costume Roughly made and put together, but still has enough sense of style to give you the first impression as a Hero rather than a villain.
    Collapsible Baton Sturdy and useful, though not remarkable.

  • Skills Bonus Description
    Academics (+4) General ability to study, research, and retain information.
    Diplomacy (+2) The art of speaking with and persuading others. Important for interpersonal relationships as well as PR.
    Investigation (+1) Searching for and finding evidence. Finding clues in the environment. Spotting something hard to see.
    Underworld Connections (+0) Picking up info from the local street hobos. Find the local drug dealers easier. Pick up illicit tinker tech on the black market.
    Treat Injury (+2) Non-powered first aid and knowledge of biology. Later, can also assist with the synthesis of performance-enhancing and healing stimulants.
    Stealth (+3) Sneak effectively without being spotted.
    Slicing (+1) Computer use and hacking. Get that criminal's bank account numbers.
    Artistry (+2) Don't just build something, make it look good. Additionally useful for highly delicate tasks.
    Artifice (+1) Engineer and build weapons, armor, and tech.
  • Abilities
    General Physical Training (5/5) Work out and get your muscles into shape.

    Equilibrium (6/6) Bring your body to it's most "natural" state. You'll find an unmatched sense of balance, but also some resistance to poison and ability to shrug off pain to a degree.​

    Inertia (3/8) Maintain your body's inertia, allowing for impossible feats of acrobatics. Run along walls or even ceilings and vault long distances. This won't maintain indefinitely -- you aren't Spiderman.​

    Flight (0/50) A skill not commonly taught among the Jedi or Sith, but known to the Witches of Dathomir. Use the Force to propel yourself through the air. (Additional Requirement: [Ballistakinesis] NOT MET)​

    Healing Trance (0/8) Put yourself into a Force Trance to heal from wounds and sickness faster. It won't heal anything your body couldn't heal itself, but you should recover faster than you would otherwise. Has the side benefit of largely replacing the need to sleep.​

    Vital Transfer (4/8) Channel life force into someone, healing them at cost to your own health. Spend time sick for healing a single person with major wounds.​

    Force Healing (0/20) Channel the Force to heal injuries, sickness, and poison. This is a concentration intensive process and not necessarily especially quick. Can't heal wounds impossible to otherwise recover from, such as severed limbs.​

    Affliction [Dark Side] (0/12) Infect an enemy with a virulent sickness. It is unlikely to kill, but will leave an enemy either weakened or incapacitated as it runs its course.​

    Life Drain [Dark Side] (0/12) Steal the life from something living to heal yourself.​

    Stun (0/10) Briefly throw off an enemy's sense of proprioception. Will only last a few seconds, but can be useful to gain a quick advantage in combat.​

    Energy Resistance (0/6) Gain damage resistance to forms of energy attacks, whether lasers or electricity. This is not immunity.​

    Negate Energy (0/8) Gain immunity to energy attacks, whether lasers or electricity, as you offset them entirely.​

    Force Lightning [Dark Side] (0/12) Strictly speaking, not an electrical phenomenon, (though, Negate Energy can offset it); it is instead a manifestation of malice. It seeks out nerve clusters and causes as much pain to it's victims as possible.​

    Martial Training (4/6) Generalized training in hand to hand martial arts.​

    Unarmed Specialist (0/16) Advanced hand-to-hand experience. Grappling, holds, and generally laying beat downs.​

    Weapon Training (0/8) Training in a weapon of choice. (Baton, staff, two batons? Maybe something else?)​

    Force Aura (0/10) Wrap yourself in a bubble of Force to telekinetically ward off blows. Acts as a sort of armor.​

    Quick Reflexes (6/6) Focus on increasing the speed of your reflexes.​

    Redirect Shot (0/8) Use your lightsaber to block lasers, or more practically on Earth Bet, use the Force to stop bullets and send them back at the people who shot them.​

    Surge (1/6) Draw on the Force for a quick burst of speed and strength. Excellent for a single strike or jumping a large gap.​

    Force Speed (0/8) Draw on the Force to enhance your speed over a sustained period. You won't win any footraces with Velocity, but you're noticeably faster than what should be human.​

    Slow [Dark Side] (0/8) Physically impose your will upon someone, making their movements and reactions more sluggish and slow than they otherwise would be.​

    Rage [Dark Side] (1/5) Draw on your anger and be rewarded with greater strength and speed.

    Force Scream [Dark Side] (0/8) Let your pain back out upon the world as a scream of sonic force, rupturing the eardrums of anyone nearby, and probably breaking any glass as well. Get those Shatterbird associations.​

    Hatred [Dark Side] (0/12) Seethe in Hatred so deep that it physically rolls off of you, making your proximity painful to those you fight. This will enhance other Dark Side abilities, but will also affect Taylor's general judgement of a situation.​

    Meditation (5/5) Focus your mind.

    Serenity (6/6) Continue your meditation to the point that you can keep a cool mind even under pressure.​

    Valor (9/10) Extend an aura through the Force to protect nearby allies against harmful external mental effects. Particularly helpful against emotion-based Masters, but won't assist against body hijackers such as Regent. This won't help people who have been under an effect for such a long time that they have internalized it as being normal.​

    Cleanse Mind (0/30) Connect with an ally's mind to heal harmful long-term effects, such as Heartbreaker's thralls.​

    Basic Telekinesis (6/6) Use the Force to move small objects.​

    Push (8/8) Send a strong directed Force to push a person or object away from you.​

    Whirlwind (0/16) Use the Force the lift and spin a person, leaving them disorientated and effectively incapacitated. The concentration required for this means only one person can be engaged this way at a time. A person with a ranged weapon can still fire it, though they will have extreme trouble aiming.​

    Kinetic Combat (0/20) Use the Force to manipulate many small objects in the area simultaneously. Often used in conjunction with weapons to control several at once, attacking from all sides. (Additional Requirement: [Redirect Shot] NOT MET)​

    Wave (0/16) Send the Force out from you as an omnidirectional wave, with yourself at the center. An area attack that packs a bit of power behind it, useful when surrounded.​

    Ballistakinesis (0/24) Lift and throw even massive and extremely heavy objects. Become the walking siege artillery you were meant to be.​

    Wound [Dark Side] (0/8) Cause a painful spasm in the target's lungs. Probably won't kill them, but will at least incapacitate them for a few seconds. Probably.​

    Choke [Dark Side] (0/10) Cut off the target's ability to breathe, choking them to unconsciousness, or death.​

    Basic Awareness (6/6) Have a faint sense of danger in your surroundings.​

    Prescience (8/8) Short-term precognition. No more than a few seconds.​

    Visions (0/16) Gain vague visions of the future when you dream.​

    Prognostication (0/20) Meditate to begin charting possible futures. The future is a fluid, ever changing thing. The further out you go, the more difficult and time consuming it is to read different possibilities, as more and more branch out.​

    Psychometry (0/16) Read the history of an object and grasp how it's been used and by who.​

    Life Sense (0/8) Gain a sense of where everything living is around you in a radius of a few hundred yards. Great for situational awareness or trying to keep fighting even when blinded.​

    Object Sense (0/10) Gain of sense of non-living objects in the area, effectively giving total awareness of your immediate surroundings.​

    Empathy (8/8) Gain awareness of the emotions of others. This isn't mind-reading, but you could probably make good educated guesses based on a person's emotional state.​

    Mind Trick (0/12) Cause a general state of confusion and suggestibility in the target. Can't make them act against their natures and can be resisted by the strong-willed.​

    Beast Trick (0/12) Take control of an animal's mind to soothe it or confuse it into attack your enemies.​

    Fear [Dark Side] (0/6) Inspire terror in your foes. Most will flee, but some might try to fight despite the fear. Their attacks will be sloppier for their desperation however.​

    Soothe (0/12) Soothe a person's emotions, calming them.​

    Blind (0/8) Momentarily shut down a person's sight, blinding them. It will only last for a few seconds, but often that's all the time needed in a fight.​

    Obscure (0/18) Wrap yourself in the Force,making yourself less noticeable to those around you. It is not true invisibility, but people who see you are less likely to pay attention to your presence.​

    Probe (0/10) Scan a person's surface thoughts. No deep diving for memories or information.​

    Drain Knowledge [Dark Side] (0/12) Rip knowledge and skills directly from a person's mind. Learn languages overnight. This process is violent and can harm the mind of the person it's performed on.​

    Memory Walk (0/20) Step through the memories of a person to find out details of their past. This method is much gentler, but also slow, and the person will be aware of what you're doing.​

    Telepathy (0/12) Talk directly with someone through your mind. No need to air sensitive conversations to surrounding audiences.​
  • Purchasable Items Cost Description
    Components 1 Components with which to build using Artifice or Artistry.
    Costume (Professionally Designed) 30 A high quality stylish costume. You can feel yourself being more respected by wearing it. (Gain a Diplomacy bonus while in costume).
    Kevlar Vest 30 Ballistic armor to protect you against gunfire.
    Moped 30
    Travel around town without relying on the bus. However, has a relatively low max speed limit, not particularly useful for chasing someone down.​
    Pistol 10 You can't purchase one of these legally, but there's always a black market, especially in a town like Brockton Bay. Requires a low Underworld Connections check to purchase.
    Sword 4 Largely a collector's item in this day and age, but there are enough Medieval enthusiasts around to find something functional.
    Taser 6 A low power taser for quick self-defense.
    Collapsible Staff 2 A collapsible staff. Wide sweeps and long range makes it useful for fending off multiple enemies, and can help with vaulting jumps.
    Padded Gloves 1 Lightly padded gloves to make you more effective at punching and blocking with fists.
    Flash Grenade 2 Useful for blinding enemies, whether for a surprise attack or a quick escape. Requires a medium Underworld Connections check to purchase.
    Smartphone 10 A higher end phone, useful for day to day life.
    Burner Phone 1 A cheap disposable phone. Useful for calling in crimes and avoiding being tracked, but has a limited number of uses before you'll have to replace it.
    Police Scanner 4 Keep track of police radio signals to find crime easier. Increases chance of combat encounters each week. More likely to find encounters in which criminals are already engaged with the Police or Protectorate where you can lend your assistance.
    Portable Medkit 3 A first aid kit to help treat people without relying on the Force.
    Walkie Talkie 2 Communicate unobtrusively with teammates over distance. A cheaper alternative than a phone, but less secure.
    Tools 2 A set of various tools for tinkering and building. Required for more advanced Artifice or Artistry checks.
    Chemistry Set 2 A set of beakers, vials, burners, and all the other essentials needed for the home chemist. Required for synthesizing chemical based items.
  • Crafting Cost Description
    Lightsaber 80 A sword made using contained plasma. Extreme cutting efficiency and can sear wounds closed. Requires both high Artifice and high Artistry checks to build.
    Blaster Pistol 50 A laser pistol the relies on super heated gas for it's primary mode of fire. Comes with a stun setting for the nonlethal take down. Requires a high Artifice check to build.
    Electrostaff 15 A staff built to deliver a current with each hit. Requires a medium Artifice check to build.
    Vibroblade 15 A dagger built to cut through most material by way of intense vibration on it's cutting edge. Requires a medium Artifice check to build.
    Shock Gloves 10 Punching gloves built to deliver a current with each hit. Requires a medium Artifice check to build.
    Dart Gun 10 A gun built to fire darts by means of pressurized air blasts. Requires a low Artifice check to build.
    Fiber Armor 10 Densely woven armor treated with a special chemical to make it resistant to heat and impact. Requires a medium Artifice check to build.
    Shield Generator 20 A wrist mounted shield generator. Generates a one-direction force field from the user's arm, protecting them from harm. Requires a high Artifice check to build.
    Stealth Field Generator 30 A belt mounted stealth generator. Hides the user from view by bending light around them. This isn't quite true invisibility, as a heat shimmer effect can be visible to the highly observant. Requires a high Artifice check to build.
    Stealth Field Generator 30 A belt mounted stealth generator. Hides the user from view by bending light around them. This isn't quite true invisibility, as a heat shimmer effect can be visible to the highly observant. Requires a high Artifice check to build.
    Cybernetic Implant 15 Cybernetic implants can accomplish a number of different tasks depending on how they are designed, from speeding up reaction time, to helping a user resist poison. Requires a high Artistry and high Treat Injury check to build.
    Grappling Hook 10 A grappling hook attached to a liquid cable dispenser. The liquid cable harden on contact with air, allowing for easy storage. Requires a low Artifice check to build.
    Comlinks 5 Configure an earpiece into a communications device that is linked only to similarly built earpieces. A good, moderately secure way to stay in touch with your team, though Encrypting them may become necessary against those determined to listen in. Requires a low Artistry check to build.
    Aquatic Rebreather 5 A breath mask designed to operate underwater by filtering the water to create breathable oxygen. Requires a low Artifice check to build.
    Aquatic Rebreather 5 A breath mask designed to operate underwater by filtering the water to create breathable oxygen. Requires a low Artistry check to build.
    Tranquilizer Dart 1 A dart filled with a chemical solution meant to render a person unconscious. Requires a low Treat Injury check to build.
    Antitox Kit 5 A set of chemical cocktails meant to help deal with various poisons and toxins. Requires a medium Treat Injury check to build.
    Adrenal 1 A chemical cocktail meant to enhance the user's strength, dexterity, and reaction times for a short period. The user is left feeling worn out and tired after it wears off. Requires a low Treat Injury check to build.
 
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Influence and Reputation

    • Organization
      Name
      Brockton Bay​

      Taylor Neutral (+0) The City has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) The City has little knowledge or opinion of Seeker.

      Brockton Bay, located on the eastern coast of New Hampshire, acts as the headquarters for the Protectorate East North East division. A relatively small city for it's importance, Brockton Boasts an abnormally high amount of capes for it's population. Unfortunately, most of these are villains, and the city finds itself divided by the local gangs, with the Protectorate only just barely managing to maintain the status quo.

    • Character
      Name
      Emma Barnes​
      Cape Identity
      --​
      Status
      Healthy​

      Taylor Cordial (+2) This person considers Taylor a well-liked acquaintance.
      Seeker Cordial (+2) This person considers Seeker a well-liked acquaintance.

      Once Taylor's best friend, things turned sour between them about two years ago. Taylor had come back from summer camp and discovered Emma had a new friend - Sophia - and no longer wished to be Taylor's friend. After that, she conducted a prolonged bullying campaign against Taylor until it culminated in Taylor's near death from a prank gone wrong.

      While Emma is working to repair her relationship with Taylor, things are still uncomfortable between them.

    • Character
      Name
      Sophia Hess​
      Cape Identity
      Shadow Stalker​
      Status
      Healthy​

      Taylor Antagonistic (-5) This person will be easily provoked to violence with Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

      A former vigilante turned Ward, Shadow Stalker has a history of violence and willingness to use lethal force. Her power allows her to turn into insubstantial shadows, allowing her to dodge hits, walk through walls, or even phase her iconic crossbow bolts through armored defenses.

      In her civilian identity as Sophia Hess, she has spent the last two years bullying Taylor. Meanwhile, Sophia is currently on the run from the police and blames Taylor for much of her present problems. The two share a largely antagonistic relationship.

    • Organization
      Name
      The Parahuman Response Team​

      Taylor Neutral (+0) This organization has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This organization has little knowledge or opinion of Seeker.

      The Parahuman Response Team and the Protectorate were the United States' answer to the emergence of people with powers. These two organizations stand as a bulwark against any abuse of parahuman powers in the civilian population, and make it their primary duty to arrest and detain parahuman criminals.

      At least, that's the case in theory. In truth, they have a tendency to receive a great deal of criticism from the general populace, with most complaints running along the lines that they are ineffectual and act mostly as a public relations stunt, both due to the difficulty in capturing villains and how often villains seem to escape custody.

      Taylor has stopped a few minor crimes, enough put her on the PRT's radar, but not enough to gain any real notoriety.
    •  

      • Character
        Name
        ???​
        Cape Identity
        Vista​
        Status
        Healthy​

        Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
        Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

        The youngest, yet most experienced of the Brockton Bay Wards, Vista is a relatively popular figure in Brockton. Her power is the ability to distort space, whether through compressing, stretching, or bending. However, her ability is unable to affect people and is generally much more limited around crowds.

        Vista has happened across Taylor out of costume before. They've chatted once or twice, but have no in-depth relationship.

    • Character
      Name
      Victoria Dallon​
      Cape Identity
      Glory Girl​
      Status
      Healthy​

      Taylor Cordial (+2) This person considers Taylor a well-liked acquaintance.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

      The rising star of New Wave, Glory Girl has what's commonly referred to as "the Alexandria Package" with flight, super strength, and invulnerability. All of this makes her into a serious heavy hitter. Unfortunately for any property she might be around, she doesn't necessarily have the best control to go with her strength, which has earned her a number of nicknames, including Collateral Damage Barbie.

      As a member of New Wave, her identity as Victoria Dallon is openly known.

      Victoria and Taylor are on decent terms. Victoria thinks well of Taylor and wants to encourage hanging out.

    • Character
      Name
      Amy Dallon​
      Cape Identity
      Panacea​
      Status
      Healthy​

      Taylor Cordial (+2) This person considers Taylor a well-liked acquaintance.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

      While not exactly famous on a national scale, Panacea is well known among the PRT for being one of the strongest and most efficient healers available. She is often called upon whenever any Heroes in the local Protectorate are injured, and is a frequent volunteer for Endbringer battles. In Brockton Bay, she is well known for her volunteer work at the local hospitals.

      As a member of New Wave, Panacea's identity as Amy Dallon is openly known.

      Amy has hung out once or twice with Taylor. She's mostly okay with it.

    • Character
      Name
      Crystal Pelham​
      Cape Identity
      Laserdream​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.


    • Character
      Name
      Eric Pelham​
      Cape Identity
      Shielder​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

    • Organization
      Name
      The Empire 88​

      Taylor Neutral (+0) This organization has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This organization has little knowledge or opinion of Seeker.

      The largest and longest lived gang in Brockton Bay, the Empire Eighty-Eight thrives on ideals of racial superiority. The Black Man is an animal, the Asian a degenerate, the Jew a thief. Only by standing together can the good people of America hold onto what is theirs. Officially, the Empire likes to state that it does not endorse violence solely on the basis of race, but this is, in truth, only a recruiting tactic to bring in the somewhat less biased of the population. In reality, it is required for gang members to find and attack those deemed undesirable for any sort of advancement in the organization.

      The Empire has a fondness for Norse iconography which is frequently incorporated as part of their imagery.

    • Character
      Name
      ???​
      Cape Identity
      Victor​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

    • Character
      Name
      ???​
      Cape Identity
      Othala​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

    • Character
      Name
      ???​
      Cape Identity
      Rune​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Cordial (+2) This person considers Seeker a well-liked acquaintance.

      Saved by Taylor's alter ego. Has an initially high opinion of her thanks to that.

    • Organization
      Name
      The Azn Bad Boys​

      Taylor Neutral (+0) This organization has little knowledge or opinion of Taylor.
      Seeker Disliked (-1) This organization has reason to distrust Seeker.

      The Azn Bad Boys is made up almost entirely of the Asian diaspora within Brockton Bay. Once a grouping of several smaller gangs, the Dragon of Kyushu brutally conquered each one after another upon his arrival to the city, pulling them under a single banner. The ABB mostly stick to their territory, but they run a number of protection, gambling, kidnapping, and forced prostitution rackets within the city.

      Taylor has made a public strike against the ABB while in costume, earning their ire.

    • Organization
      Name
      The Merchants​

      Taylor Neutral (+0) This organization has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This organization has little knowledge or opinion of Seeker.

      The Archer's Bridge Merchants are the smallest of the major gangs in Brockton Bay. Most of their business comes from the drug trade, and they aren't afraid to forcibly push it. A common tactic is to grab someone off of the street and forcibly inject them with something highly addictive in order to forcibly recruit new customers and foot soldiers. The Merchants prey on the weak, the homeless, and the destitute.

    • Organization
      Name
      The Undersiders​

      Taylor Neutral (+0) This organization has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This organization has little knowledge or opinion of Seeker.

    • Character
      Name
      ???​
      Cape Identity
      Tattletale​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.

    • Character
      Name
      ???​
      Cape Identity
      Cherish​
      Status
      Healthy​

      Taylor Neutral (+0) This person has little knowledge or opinion of Taylor.
      Seeker Neutral (+0) This person has little knowledge or opinion of Seeker.
 
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[X] A girl being attacked by gang members.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
 
[X] Write in: A girl who blames herself for her brothers suicide.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).

For the record, this isn't blind bandwagoning, but the result of careful consideration of the options that ended in the same result as one who posted before me.
 
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[X] Write in: A girl who blames herself for her brothers suicide.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
 
[X] A girl desperately trying to save her sister.

[X] Relatively Unharmed. (No particular leanings).

Being possessed by a Sith Lord could hardly result in Amy having a more fucked up character arc than she got. Don't really see the appeal of empowering Emma.
 
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I just realized that yes, in fact, that is who that vote is for. For some reason my mind went to Aisha. My thanks.
That's what I thought too for some reason
[X] A girl desperately trying to save her sister.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).

Can't imagine how Carol is going to act if she ever figures out that Amy's powers literally comes from "the Dark Side", but I am sure that it would be entertaining.

What variant of Amy would this be? On a scale of fannon woobie to cannon "always a monster" (I haven't actually read Ward, but that is the impression I have from WoGs)
 
[X] A girl desperately trying to save her sister.

[X] Relatively Unharmed. (No particular leanings).
 
[X] Write in: A girl who blames herself for her brothers suicide.
[X] Visibly Scarred (Increased leanings towards aggression and Dark Side abilities).
 
[X] Write in: A girl who blames herself for her brothers suicide.
[X] A girl being attacked by gang members.

[X] Visibly Scarred (Increased leanings towards aggression and Dark Side abilities).
[X] Relatively Unharmed. (No particular leanings).
 
[X] A girl desperately trying to save her sister.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
 
[X] A girl in a locker.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
 
So the fact that Lightsaber Combat gets mentioned at all makes me think we'll get the opportunity to build one, that's fun. We'll probably get labeled a Tinker 3: Specialization in plasma swords.
 
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[X] Write in: A girl who blames herself for her brothers suicide.
[X] A girl being attacked by gang members.

[X] Relatively Unharmed. (No particular leanings).
 
[X] Write in: A girl who blames herself for her brothers suicide.
[X] Relatively Unharmed.

I sense many opportunities for trollishness here, and the nature to back it up.

Or if that option is Vetoed

[x] A girl in a locker
[x] Blinded

Because Sith Taylor sounds !!FUN!! and Taylor suffering only makes Taylor stronger.
 
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[X] Write in: A girl who blames herself for her brothers suicide has been added to the options due to popular demand. If anyone wants to change their vote to that, feel free.
 
[X] A girl desperately trying to save her sister. [X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
 
[X] A girl desperately trying to save her sister.
[X] Blinded (Decrease to learning Physical abilities, such as Lightsaber combat; Increase to learning Mental abilities, such as precognition).
 
Alright, time for a bit of transparency. Since this opening vote is so integral to the story going forward, I plan to keep it open until Tuesday afternoon. (Specifically, Tuesday until I get home from work and start collecting everyone's votes).

In the meantime, I thought people would enjoy seeing some of the collected voting.


CharacterBlindNoneScarredUnharmedGrand Total
Saving Sister6511
Attacked by Gang41510
Blames Self for Brother22610
Trapped in Locker217414
Grand Total141102045

Here are the votes as they stand (Discounting duplicates from a few voters who I caught voting twice on different sites).

As you can see, Blind and Unharmed tend to be the most popular. Interestingly, there haven't been any votes for a more physically oriented Jedi/Sith. There's also been quite a few more people wanting a Dark Side Taylor than I expected.

As for characters, Taylor is the most popular, but all three of the runner ups have just about even votes at the moment. Lisa, being a write in, was something of a dark horse, but she certainly seems to have held her own.
 
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