THE MADMAN THEORY - Try Not To End The World

THE MADMAN THEORY
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Neither nation nor person should have the power to kill the world. No one should have the powers we do. The ethical thing for us to do is not exist.
- Etienne Lux, The Power Fantasy #1

NonSequtur

a body

On September 11, 2001, the greatest act of terrorism on American soil up to that point took place when one man melted the Empire State Building to funerary ashes and slag. The individual responsible killed himself. The inability of the United States to do so first marked the start of a new age.

It is now 2004, and the world rests in the hands of just under a score of individuals. You are not world leaders. You are not heroes. Your very existence demeans justice. You cannot hope to be good as people are good, because you cannot live as people do. This is what unearned - impossible to earn - power costs.

Try not to end the world.

> Design Inspiration

The most direct inspiration here is the new comic series The Power Fantasy (which everyone should read and buy), which is touching on themes that I've been thinking about and looking for in battle manga, xianxia and superhero comics - that is, any genre where individuals can get essentially unaccountable, massively destructive power. Sadly most of these genres are more interested in cool fights, homoeroticism or numbers going up rather than the geopolitical tension of having a nuclear arsenal sealed in your gut or the social order when a class of people are inherently untouchable to violence from the masses.

Go figure.

The core premise is very, very basic: when superheroes are as powerful as the nuclear powers, they have to behave like the nuclear powers. Not only will they ruin each other if they fight, they will probably ruin a significant portion of the globe with it. So they have to compromise and try to get along, while trying to accomplish things in the strategic calculus of MAD.

This leads to a few design principles, which will themselves be reflected in the rules below as best I can.

[*] Characters need to get into, and out of conflicts
The nuclear powers - as large economies that require a large number of inputs and have to manage their populace - obviously care about the state of the world in a way that isn't necessarily true of a person who can throw a nuclear weapon with their mind. For the purposes of not having characters who just sit out of the way, any playable character has to have reasons to act, and incentives to act against each other.

[*] Violence cascades
Characters should get into fights they don't precisely intend to. They should make bluffs that end up called. And if they get into a fight - and even if they win it - they should know they're at risk of getting murdered opportunistically. Also, plenty of people are likely to die when this happens.

[*] Characters should get a chance to react (to a point)
Rolling turns are a dangerous bit of design space for GSRPs, but this game is trying to simulate confrontations where there isn't time to communicate, reassess, and so on. So, instead, the mechanics will allow characters to define how they would react. What they care about. What they might end the world for.

[*] Characters should be big fish in a small pond.
This is less a direct mechanical statement than it is an aesthetic principle. No Asgards, no Skrull Empire, no intervening angels or demons, no multiverse. Earth is floating in a great black ocean, and the Superpowers are the highest power there is. A fragile, precious place. If it survives, if it doesn't, there is no second chance, no guarantee that culture and life and love are happening on some other planet, nobody to remember and witness the decisions made except the people who were there.

[*] You're the only ones who matter (kinda)
Therefore I don't need to actually model nation-states wheeeeeeeeee-

> Core Rule: Agendas

All playable - and therefore all active, known superpowers - need to define Their Agenda. Whatever it is, you should care about things liable to bring friction with other Superpowers. There's room in theory for Superpowers who live quietly, but there isn't in this game.

The Agenda defines the psychology of the Superpower. And when you're a Superpower, psychology is everything. When you clash with another Superpower, or a Superpower moves against you, the GM will be referring to your agenda to help decide how you react, generally without any further input from you.

Players construct their Agendas by giving various objectives Priority. A Superpower's own survival, freedom of thought, et cetera, is considered to be Priority Rating 12. Priority ratings are player decided, and can go as high as 15, to represent principles that the Superpower would be willing to martyr themselves for - or which could be threatened in order to make a Superpower back off. Priorities cannot share the same rating, for GM comfort.

Agenda's can be amended each turn, though only within reason, and major, rapid shifts should have some public event to justify them. While wildly inconsistent Superpowers are possible, they are also generally dead. A Superpower's Agenda at game start is public. All amendments afterwards are secret.

A theoretical Agenda might look something like this-

14 - Prevent Superpowered Destruction Of The Earth
12 - Survive
8 - Protect The Powerless
4 - Defend Institutions
2 - Behave Ethically

It's generally encouraged to leave a rank or two between priorities, because…

> Actions and Effort

Superpowers aren't static emanations of superhuman doctrine. They make decisions, and these decisions have their own Priority and Effort.

Priority is the same as on the Agenda. An action could be considered a one-turn modification to the Agenda, in effect. Actions can have the same priority as each other or as agenda items, as to do otherwise might be overly restrictive. That said, please order them if possible.

Effort is how much work the Superpower is putting into the activity. Each Superpower has 15 Effort each turn by default, and can gain more. When actions conflict and resolve, the effort is generally considered to be visible to others, but the priority is not.

A high-priority, low-effort action might be declaring an area off-limits on pain of death - an attack on this location could quite likely succeed, but risk fatal consequences even for a Superpower.

A low-priority, high-effort action might be an action that puts a lot more emphasis on not getting caught than it does on scaring off other Superpowers. Or, it might be a bluff that tries to make other Superpowers act in certain ways for fear that it is actually high priority. To reiterate: effort is visible. Priority is not.

Action Name

Priority: X
Effort: Y
Description Of Intent:

> Special Actions

A First Strike is an unqualified decision to commit violence against another Superpower. You can only do a First Strike when you are not already in a conflict with the target. See Conflicts, below.

Effort can be saved for a future turn, but only for a specific action (or similar enough action). This is declared with a normal action, except the description of intent states that it is in preparation for a future turn. This preserved effort halves at the end of each turn, so if you save 10 effort, next turn you have 10 effort, the turn after you have 5, and so on, rounding down.

If you really want somebody dead, you can, in fact, send over 50 effort worth of force at them by building up for a few turns. Be warned! If you don't dedicate additional effort to actions hiding what you're doing, people are going to notice you charging up a kamehameha, even if they don't know who it's for.

Hiding actions from passive detection, or avoiding leaving traces, should be done as a second action supporting the primary action, so that the GM can know what the priority is. Particularly complex actions, like reforming a government, should also be broken up.

> Contingencies

Effort can also be dedicated on a contingent basis. A contingency is constructed like a normal action, with priority, effort and intent.
  1. A trigger condition must be declared. This condition cannot be 'nothing happens' or anything similarly broad. It should be relatively simple.
  2. You do not have to spend the effort unless the trigger condition occurs. The cost in effort for the effect is multiplied by 1.5. This is the benefit of calling your shot.
  3. Once the trigger condition occurs, the contingency behaves like a normal action. If you have spent all your effort for the turn, it will take effort from lower priority actions in order to be implemented, as per the normal priority rules.
  4. A contingency cannot be a First Strike or directly initiate violence. It can threaten other Superpower's agenda items, but conflicts resulting from contingencies will always roll forward.
  5. The above rule does not apply to contingencies related to responding to a First Strike with violence directed to the perpetrator of the First Strike.
You can declare up to three contingencies a turn, for the sake of GM sanity. See the Conflicts section for more rules on throwing down.

> Gaining Effort

In addition to the base 15 Effort all Superpowers have, you can gain 3 Effort by achieving the following during a turn. Capped triggers can only trigger once. Uncapped can trigger multiple times.

Advance an Agenda Item (Capped)
Advance an Agenda Item with Priority > 10 (Capped)
Advance all of your Agenda Items (Survival Assumed) (Minimum 5) (Capped)

Deliberately enter into a Conflict (See Below) (Capped)
Win a Conflict (Uncapped)

Commit Violence (See Below) (Capped)
Win Violence (Be Less Damaged) (Uncapped)

Have a Flashpoint be accepted (See Below) (Capped)

> Losing Effort

It's a sad fact of geopolitics that entirely too many decisions are driven by 'don't look like a bitch', but here we are-

Lose A Conflict (Capped)
Outside Of A Conflict, Have An Agenda Item Interfered With (Capped)
Have An Agenda Item With Priority > 10 Interfered With (Capped)

> Interactions

Actions taken without Superpower opposition are assumed to succeed, within reason. Please don't make orders restructuring large societies, especially if you don't have mind control or something. If you want to rule a smaller country as God-Monarch, that's fine, but you have control of the Superpower, a singular human (?) person with the force of a country, rather than control of an entire country. Further, the GM retains the right to say an action requires more effort to be accomplished.

When actions conflict, the assumption is that the action with more effort succeeds in matters where there is conflict, while the action with less succeeds where it does not conflict. However! An action that finds itself opposed by another Superpower will be reinforced under certain circumstances. Effort dedicated to actions with lower priority will be retasked to a contested action of higher priority until the action succeeds or there is no more effort to retask.

Items on your Agenda are treated as actions with Effort 0 and Priority equal to what they are given on your Agenda.

Therefore, even if you did not make an explicit action defending an agenda item, you might be distracted and drawn into a conflict when another player treads on your lines, causing lower priority projects to fail. Obviously, this generally includes defending your life - an easy way to distract someone if you're willing to risk it.

Retasked effort is no less effective than regular effort, however there is a tendency for more collateral damage. This is, in conjunction with minimum effort for some effect, to encourage players to not make a whole raft of actions with low effort and then only reinforce as needed.

Superpowers will also avoid reinforcement if it's clearly throwing good effort after bad. If, before retasking, the opposing effort is more than twice the priority assigned to the action, effort will not be re-tasked. This does not apply if the priority is 12 or greater.

> Conflicts

In situations where two Superpowers have dedicated 7 or more effort to conflicting orders, including effort from reprioritization, and these orders are not directly about committing violence to each other, the conflict will roll over into the following turn in order to give the Superpowers room to talk. The orders stay the same, with the exception that they are now assumed to be willing to direct violence at each other if conflicts continue.

If the orders in this second turn do not, after reallocation, lack conflicts or have a Superpower dedicating less than 7 effort to a conflicting order, violence will occur.

If the violence is directly included as the intent of the order, there is no roll-forward necessary and violence resolves that turn. Note, that you cannot make violence conditional to bypass the roll-forward: either the violence is committed to completely, or you enter the roll-forward. If violence is the direct intent of the order, that is considered a First Strike. See below for rules on those.

> Violence

Violence in a roll-forward conflict can be conditional, if there is some condition that would cause the Superpower to escalate even if less than 7 effort is dedicated by the opposition ie. 'if they try to act in the region after negotiation, attack'. Do not overcomplicate this, please.

A Superpower's status following a violent conflict is as follows, and can be analogized to having three hit-points:
  • Unharmed: A very unlikely outcome, barring an overwhelming first strike. There is no significant damage to the Superpower.
  • Damaged: Available Effort is reduced by one third. If this is the first turn you are Damaged, some appropriate damage to a major agenda item will occur.
  • Ruined: Available Effort is reduced by two thirds. If this is the first turn you are Ruined, some appropriate damage to a major agenda item will occur.
  • Destroyed: The only thing left is spite. The Superpower may declare a 7 Effort action, solely for destructive ends, and then dies. Trigger your Second Strike.
If a Superpower takes part in violence, their status cannot improve. A Superpower's status improves by one stage at the end of any turn it doesn't take part in violent conflict.

Outcomes are rolled as a binomial distribution of three dice with a probability equal to the ratio between Effort on the sides of the conflict. Outcomes are rolled separately for each Superpower.

No successes means Destruction, one success means Ruined, two successes means Damaged, and three success means Unharmed. The rules defined above will then be applied to find the nearest possible outcome.

For an evenly matched conflict, this means there is a 12.5% chance of being Destroyed, 37.5% Ruined, 37.5% Damaged and 12.5% Unharmed. If one side has twice as much Effort as the other, there is a 3.7% chance of being Destroyed, 22.22% Ruined, 44.44% Damaged and 29.63% Unharmed, with the probabilities reversed for the Superpower which is outmatched.

> First Strikes

If you declare an action to attack another Superpower directly or attack some target a Superpower would defend with their life (Priority 12+), this is considered a First Strike. You may not declare a First Strike for any purpose other than attacking a Superpower or attacking their highest priorities. This is shooting on sight, this is choosing violence, pausing even just to say 'get out of my way or die' is not part of the game plan.

A First Strike is treated as having 7 additional Effort for the purposes of resolving Violence. There's advantages to swinging first. A First Strike will immediately initiate violence, with no roll-over turn.

Uninvolved Superpowers whose Agendas or Actions are impacted by a First Strike will behave in the following ways.

Priority 12+ - The additional Superpower is treated as though they are also a target of the First Strike. This is an excellent way for a First Strike to go very wrong.

Priority 7-11 - Effort is reprioritized as normal in opposition to the First Strike, but is treated as half-value for the purposes of Violence, as the Superpowers are caught flatfooted. If more than two Superpowers are drawn into a First Strike in this way, the GM will roll to determine if violence occurs due to sheer chaos.

Priority 0-6 - Effort is not reprioritized and does not contribute to Violence. Actions will either retain Effort to try and salvage their goals or Effort will be retasked.

However, you may declare Contingencies against a First Strike. You have to identify either a specific target other than yourself or a specific Superpower who will be attacking any target. If this occurs, the Effort tasked for that contingency will behave according to the Contingency rules and be fully effective. There's benefits to calling a shot.

> Second Strikes

Every Superpower may have up to 20 points of effort as part of their retaliation strategy. The specifics depend on the Superpower, but it must be an offensive response which cannot be prevented even if the Superpower were taken out instantaneously. Mass suicide psychic programming, unstable singularities only held together by active intervention, fail-deadly viral packages.

Other Superpowers can act to disable these contingencies, and a Superpower can choose to actively protect them as part of their agenda, replenish them or not have them at all. Second Strikes may be secret, though if they are being replenished a secondary action to keep them secret is needed.

Second Strikes are distinct from Contingencies as Special Actions, though if you really want to play on the brink you may do both.

> POWERS

Yes.

To be more specific, as Superpowers, you are assumed to have (though you can specifically ask to not, if you like)
  • The ability to directly attack other Superpowers with lethal force.
  • A somewhat lesser ability to survive the aggression of another Superpower.
  • The ability to rapidly reach across the globe, in some fashion.
  • The ability to cause a truly horrendous number of casualties.
  • The ability to detect other Superpowers.
  • A somewhat lesser ability to deceive or disguise from other Superpowers.
  • Some ability to create, sustain or use some sort of infrastructure.
  • No particular reliance on infrastructure, in the medium-to-long term. If you're a technological Superpower, you can and will build from a box of scraps.
  • A broad immunity to anything that isn't the aggression of another Superpower, or extremely expensive strategic weapons.

You cannot have (and if I did let you have it, you could assume the next turn opens with 'everybody gang up on the would-be-hegemon')
  • Anything which violates the principles above: you cannot be continually faster than another Superpower can react, cannot mind-control another Superpower except as a lethal psychic assault, cannot be immune to the targeted violence a Superpower can direct, cannot know every plot against you and so on.
  • As a specific extension, psychic and other subtle powers can only be so subtle, particularly when attacking a target larger than a few squishy humans.
  • Implied but worth stating explicitly: no time travel, precognition, anything that meaningfully interacts with 'alternate universes' etc. There is one, causally linear course of events.
  • The ability to instantly remove a double-digit percent of the Earth's population. You can totally kill the world, but you can't kill more than a few cities before other people have a chance to realize what's going on and intervene.

Finally, Superpowers and Earth as a whole are special. Not metaphysically, per se, but narratively and psychologically. There's a little bit of cosmic horror inherent to MAD. Therefore, the following principles.
  • God Is Subjective. You can have powers derived from higher (or lower) beings, dimensions or divinities, but only that Superpower can witness/communicate/interpret the desires, perspective and so on of whatever they claim as a power source. Skeptics have to be free to believe that it's all in their head, that they're just tapped into some raw torrent of energy.
  • The aliens are far away. You can be Superman, but Krypton has to be dead and its cultures gone, and you have to be the sole survivor. Thematically, there is no interstellar community of peoples, no multiplanetary empires, no Heaven or Hell, such that the destruction of Earth is merely a tragedy and not, perhaps, the dying of the only light in the universe.
  • Superpowers cannot be shared. Whether you're a sorcerer or a scientist or some horrifying lab accident, you can't release your patents and have a whole bunch of Superpower level tools in the hands of nations. The rules function the same for you as they do for people with inexplicable psychic powers. Every Superpower is a one-of-a-kind.

> Aesthetics

Beyond limitations and requirements key to the game concepts, specifics are less important than aesthetics. A strong aesthetic will limit you in some ways - to take an example from The Power Fantasy, Etienne Lux, a world-spanning telepath, is not capable of blowing up a major city in the physical sense or, really, doing much to purely physical objects.

However, as an extremely powerful telepath, he certainly could set up Manchurian Candidate style programming in nearly anybody he'd like to, which is something not just any Superpower could do, and might have an advantage in gathering information.

Absent a strong aesthetic, the default is assumed to be one of those knock-off Supermen who have more laser beams or telekinesis and such, to such a degree that it meets the requirements above. A stronger aesthetic which limits you in some ways might empower you in others - and, frankly, it's cool.

Note: please do not try and Vs Debate out the logical consequences of some power in a way that would violate the design principles of powers in this game.



> Example Character

Name: Ray 'Heavy' Harris

Origin Story:

(All Superpowers in the game have gotten past the initial introduction stage - hence why their agendas and beliefs are public.)

Rose to prominence during protests in 2002 after the destruction of the Empire State Building, throwing cops out of the way. Ripped a chunk out of the Atlantic coast to create a floating sanctuary for people with powers in the aftermath of expanded security powers in the USA, and has held Haven in the air ever since.

Agenda:
13 - Protect Haven (Sanctuary/Cult Location)
12 - Survive
8 - Protect Those With Weaker Powers
5 - Advance Progressive Policies
3 - Be Cool

Personality:
(A good way to help guide interpretation of the Agenda.)

An aging hippy who sees himself as the sole protector for the various minor talents in the world, and perpetually mad at Ronald Reagan and all his ideological consequences, Heavy is also prone to showboating and reckless action. A bit of a savior complex.

Superpower: Gravity Manipulation
(Explain how the power achieves what a Superpower has to be able to do.)

Heavy can 'heal' himself by holding his body together, and defend via gravitational deflection. He can fly at extreme speed, move mountains and crush targets into degenerate neutron soup. He can create strange forms of matter, up to and including singularities, which interferes with other powers.

Second Strike (10/20)
A handful of asteroids are suspended over Earth - not orbiting - and ready to fall if Heavy does.

Note: You can lie about your superpower and second strike - but not to the GM. Please send a PM if you want to play shell games and declare what you like publicly. You can have up to twenty Effort in your Second Strike, or you can not have one at all. Your choice.

Appearance:
The weight of middle age and drinking habits hangs over strong muscles. Long hair hides slight balding. His nose has character and his eyes are kind. Rarely wears a shirt by choice. A lot of scars. Extreme use of his power warps light, but otherwise acts invisibly.

> Template Turn Order

> Agenda:
13 - Protect Haven (Sanctuary/Cult Of Minor Powers)
12 - Survive
8 - Hide your newborn son and his powers from others.
6 - Protect Those With Weaker Powers
4 - Advance Progressive Policies
3 - Be Cool

Changes To Agenda:
New Agenda Item - Hide your newborn son

> Actions:
Priority 6, Effort 10

Bring the floating sanctuary city of Haven over Manhatten to intimidate anti-Superpower elements in society and government and defeat the power registration bill and embolden sympathetic politicians. (Advances Agenda: Be Cool, Protect Those With Weaker Powers, Advance Progressive Politics)

Priority 2, Effort 2
Make a lightshow that'll impress on the way in. (Advances Agenda: Be Cool)

Priority 10, Effort 3
Keep Haven and its gravitational singularity active (Advances Agenda: Protect Haven, Hide Your Newborn Son)

> Contingencies (1 out of 3):

Priority 7, Effort 5
If:
The US Government Attacks Haven With Strategic Weapons/A Superpower
Throw Florida Into Orbit.

> Second Strike (10 Effort out of 20)
A handful of asteroids are suspended over Earth - not orbiting - and ready to fall if Heavy does.

> Suggestions For Future Flashpoints (0 out of 3):

When submitting orders, please feel free to include ideas (preferably based on twisting real history) for events to occur in the next turn to draw Superpowered interest. If one gets added to the turn to come, you get some extra Effort!
 
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L: We have an idea. That idea?

Priority 15: Establish sustainable offworld populations, as quickly as feasible.

C: @NonSequtur we need a ruling on characters making AI/robots to do stuff for them, particularly in regards to the "Superpowers are Unique" rule. We also need a ruling regarding why Super-tech can't proliferate, from a Watsonian perspective. Basically, does it have to be blackboxed like Worm Tinkertech, just infeasible for normals to reproduce, propped up by powers, what's the deal there?

K: Also, in terms of constructive efforts, what does one Effort translate to, anyway?
 
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L: We have an idea. That idea?

Priority 15: Establish sustainable offworld populations, as quickly as feasible.

C: @NonSequtur we need a ruling on characters making AI/robots to do stuff for them, particularly in regards to the "Superpowers are Unique" rule. We also need a ruling regarding why Super-tech can't proliferate, from a Watsonian perspective. Basically, does it have to be blackboxed like Worm Tinkertech, just infeasible for normals to reproduce, propped up by powers, what's the deal there?

K: Also, in terms of constructive efforts, what does one Effort translate to, anyway?

C: The reason doesn't matter, it just has to comply with the design principles. In essence, you can't make things that let you start arguing you should have more Effort.

Political influence is arguably of an exception to this, but well, if you cut a deal with the USA to enforce its hegemony in exchange for <whatever> it's just going to come out in the wash.

K: Creating a small island or a large and complex building.
 
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C: Ok, and regarding creation of AI/Robots?

See my edit. It's really a question of inherency. AI are kind of easier to bullshit within the bounds of the rules - you're essentially getting treated as like, some kind of spirit conjuror. Maybe you're a super-advanced cyborg out of The Quantum Thief and you have AI running in your body.

The main issue with having an army of robots as your power (or humans or w/e) is 'if you can rebuild them quickly (as implied by the Violence rules), what keeps you from going exponential?'

If the answer is 'nothing' the system breaks and the game ends too early.
 
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See my edit. It's really a question of inherency. AI are kind of easier to bullshit within the bounds of the rules - you're essentially getting treated as like, some kind of spirit conjuror. Maybe you're a super-advanced cyborg out of The Quantum Thief and you have AI running in your body.

The main issue with having an army of robots as your power (or humans or w/e) is 'if you can rebuild them quickly (as implied by the Violence rules), what keeps you from going exponential?'

If the answer is 'nothing' the system breaks and the game ends too early.
P: Is an answer of "My Agenda means that most of my robots are tied up keeping the life support systems running" acceptable?
 
P: Is an answer of "My Agenda means that most of my robots are tied up keeping the life support systems running" acceptable?

To frame it a different way, if the question is 'can I create an army of robots' the answer depends on if having an army of robots is Your Power, Something You Maintain With Your Power or Just A Thing That Continues To Exist, and the answer is 'you already have it, just explain why it's hard-capped', 'how big do you want it' and 'only if you mean actual assembly line robots'.
 
Character Submission

Name:
Ranka "Master" Divya

Origin Story:
In the wake of superpowers emerging, Master Divya acted swiftly, striking from obscurity to... establish a robot city-state in Antarctica. Why Antarctica? As she puts it, no-one gives a shit about Antarctica. So there wasn't really opposition to her setting up shop there. The fact that Antarctica also has quite a few natural resources available if you're willing to dig for them (which Divya's robots are) also contributed.

Of course, that means now Antarctica is suddenly a world power, with all the geopolitical drama that entails.

Ranka Divya is originally from India.

Agenda:
Priority 15: Secure the long-term survival of Earth-descended civilization.
- (Instrumental Goal to Above)Priority 11: Minimize violence between Superpowers.
- (Instrumental Goal to Above) Priority 14: Establish Sustainable Offworld Populations As Quickly As Feasible
-- (Instrumental Goal to Above) Priority 9: Maximize Global Space Launch Capacity
Priority 12: Survive
Priority 10: Try Not To Be An Absolute Dictator
Priority 8: Maintain A Comfortable Lifestyle
Priority 7: Advance Progressive Policy
Priority 5: Prevent Mass Civilian Casualties On Earth

Personality:
Master Divya puts on a front of cold pragmatism and logic. But at her core, Ranka is driven by fear. Fear derived from a single observation: in FAR too many of the simulations she ran of a Superpowered Earth, civilization was completely destroyed by 2030. Master Divya will do anything to avert that outcome.

Superpower: Technological Supremacy
Master Divya is without question the world's premier roboticist, with a staggering amount of expertise in related fields as well. She is most well-known for her creation of truly sophont artificial intelligence - though she hasn't managed to make anything smarter than herself - and with it having an army of extremely loyal robots at her command. Other known accomplishments include transplanting her brain into an extremely durable cyborg body, and developing teleportation technology.

Second Strike: WEAPON E (Effort 12/20)
A shockingly precise superweapon, Weapon E is a combined teleporter and scanning system connected to an extremely specialized artificial intelligence. The function of Weapon E is quite simple, in concept. Upon Master Divya's death, Weapon E will scan the Earth, find the Superpower most responsible for Master Divya's demise, and smear them all over the solar system as mono-atomic dust. Sure Weapon E will burn itself out in the process, but it only needs to work once.
 
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Origin Story:
In the wake of superpowers emerging, Master Divya acted swiftly, striking from obscurity to... establish a robot city-state in Antarctica. Why Antarctica? As she puts it, no-one gives a shit about Antarctica. So there wasn't really opposition to her setting up shop there. The fact that Antarctica also has quite a few natural resources available if you're willing to dig for them (which Divya's robots are) also contributed.

Agenda:
Priority 15: Secure the long-term survival of Earth-descended civilization.
- (Instrumental Goal to Above) Priority 14: Establish Sustainable Offworld Populations As Quickly As Feasible
Priority 12: Survive
Priority 10: Try Not To Be An Absolute Dictator
Priority 8: Maintain A Comfortable Lifestyle
Priority 7: Advance Progressive Policy
Priority 5: Prevent Mass Civilian Casualties On Earth

My only concern would be that this character might have too easy a time disengaging from other characters.
 
My only concern would be that this character might have too easy a time disengaging from other characters.
J: Any thoughts on adjustments to fix those issues, while preserving the core concept? (Super-roboticist trying to ensure civilization survives by rushing space colonization)

L: A proposed Agenda amendment:
- Priority 11 (Instrumental to Main Objective): Minimize violence between Superpowers.

L: That gives us a reason to get involved in the affairs of other Supers.
 
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J: Any thoughts on adjustments to fix those issues, while preserving the core concept? (Super-roboticist trying to ensure civilization survives by rushing space colonization)

The most obvious are
1) You are actively, constantly trying to minimize (Superpowered) casualties and therefore will interfere whenever it looks like there might be a city tossed into orbit.
2) You have interests in launch capacity and resources that means you need to interact with NASA, the Space Coast, Russia etc. and will defend and interfere with such accordingly.

Technically-
3) You've succeeded Too Well and now Antarctica has a huge population to manage and is drawing other Superpowers in based on their politics.
-is possible, but justifying how you accumulated tens of millions of people is probably harder than

4) Saying you've set up shop in Indonesia or somewhere with people and politics.
 
Protean
A nightmare of mutated flesh and screaming organs shoved roughly into the shape of a man, created by the deployment of chemical weapons in the failed American invasion of Afghanistan.

He is why the American army is currently rebuilding from early nothing.

Powerset:
Proteans powers are ill understood. As far as anyone knows, he is superhumanly strong, can transform his body into fleshy weapons, can convert men (and only men) he touches into additional biomass for himself or implant time delayed viral warheads in them. He can regenerate from extreme bodily trauma, including the apparent destruction of his body. He may destroy himself to reform anywhere within about a thousand miles.

Personality
Protean is friendly, witty, and can seamlessly swap to the personality of anyone he absorbed. He has a faux-empathy for all people, driven by his absorption of thousands during the invasion of Afghanistan. He is also fundamentally incapable of acknowledging the worth of individual human lives or that the people he has absorbed are dead.

Agenda Items
15: Create an international order without international hegemony.
13: Maintain a human population above 2 billion
12: Survive
10: End all non-superpowered means of destroying the world
6: Destroy any government with control over more than 100 million people
4: Keep my actual power set secret
2: Absorb One Billion Humans

Second Strike: Malice Protocol
A biological virus implanted in an unknown number of men in dense population centers. Upon Protean's death, it will unleash itself as a hyper-intelligent plague that mutates its victims into abominations with the sole goal of spreading itself to as many humans as possible.

Traveling today, will get secret powers to you by January 3rd.
 
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C: One thing we're sure of, regarding Protean: we're going to screen all our space colonists for Malice infection. Spacecraft from other groups trying to land/dock at one of our colonies will need to have all passengers screened, on pain of immediate vaporization.

Z: And no, Divya absolutely doesn't believe for a single moment that Protean can't infect other lifeforms.
 
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C: One thing we're sure of, regarding Protean: we're going to screen all our space colonists for Malice infection. Spacecraft from other groups trying to land/dock at one of our colonies will need to have all passengers screened, on pain of immediate vaporization.

Z: And no, Divya absolutely doesn't believe for a single moment that Protean can't infect other lifeforms.

Good Luck!
 
EUROPA
A rootless cosmopolitan, a child of the End of History, a woman who has claimed to have been born in, and to have immigrated to, every country in the European Union, of vague Club Med descent.

Much like the Europeans of history, death comes in her wake.

Became politically active by systematically killing foreign agents funnelling money to various parties across the EU, is now part of the European anti-corruption task force (a polite fiction: She would simply keep acting as judge and executioner no matter what the EU has to say about it.)

Powerset:
Anti-Life, Death, Entropy, Sudden Apoptosis, there's many ways to call it but the effect is the same. What is is soon no longer. What lives, dies. What stands firm, crumbles. It is unsubtle in its direct application - but Europa is drawn to sites of death and can appear anywhere people are dying in numbers, from hospices to the battlefields of the Superpowers. She keeps herself alive by venting injury and death into the world around her, withering and killing mortal things in her place.

Personality
Taciturn and knowing the exact value of a human life in percentile of Superpower effort expenditure, Europa tries to represent the European Union's ideal of the perpetually mediating diplomat even as black flames dance in her eyes. She only speaks English, accented to various European countries of origin - the accent changes every day, the language does not.

Agenda Items
14: Maintain the territorial integrity and population of the European Union
12: Survive
10: Advance the economic and political interests of the European Union
8: Expand the European Union to encompass every continental nation west of Russia.
4: Find a way to destroy all the world's nuclear weapons.
2: Sponsor modern arts to spin her powers in a nicer way.

Appearance: Of vaguely Club Med descent, always dresses in a traditional black suit and white dress shirt combo. If forced to dress for high society events wears unadorned black dresses. Would be considered a fucking goth if not for the fact that things factually wither and die around her.

Second Strike: Black Death
Like the plague of old, this is a life-eater phage whose sole purpose is to spread to living beings with every known vector of disease and to kill them afterwards. If she cannot protect Europe, better that the world die than pick the flesh of its bones.
 
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Name: PRESIDENT STRANGER
Origin Story:
  • President Stranger is an alien life form that crash landed on Earth. En route, his pod picked up radio and television transmissions from the Earth, and it was there that President Stranger picked up some rather mistaken views on Earth society. Upon landing, President Stranger has decided that the only way he could repay Earth is to unify all it's citizens under his enlightened alien rule.
Agenda:
14. Rule the World
12. Survive
8. Get elected the head of state in some country or another.
5. Protect Earth's biosphere
2. Protect the people of earth
Personality:
  • Psychotically upbeat. Deliriously confident. Easy charm and gregarious attitude cannot shake the feeling that President Stranger sees you as you see your pet rabbit. A born showman, prone to mugging for the camera. Deep down he is convinced that as 99% of the world's problems are because of humans, it therefore falls under an alien to guide humanity to its next stage of development.
Superpower: President Power
  • President Stranger can emanate and gather an empowering energy, giving him generic superman powers such as flight, near-invulnerability, superspeed, etc, etc. He can also project this power to form various forms of projectiles, as well as distribute this power to receptants, empowering them with weaker forms of his abilities.
Second strike: EARTHSHATTER
  • If dead, President Stranger will direct powerful energies into the Earth's crush, scattering a portion of the crust into the atmosphere and possibly space.
 
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