(no subject)
Age: 34
Origin: A generated character from the Marvel Super Heroes RPG
Personality:
• Cheerful
• Analytical
• Boastful
• Defiant
• Dedicated
• Theatrical
Prone to exaggeration and bombastic wording, Samuel enjoys talking like one might imagine a comic book wizard would- which he sort of is. When he's in a more casual setting than in the field, he's much more relaxed. When acting as Y, he affects a more exaggerated arrogance, but he's not entirely modest at any time. He doesn't take wounds to his pride well and is always eager to settle scores with those who have outdone him in the past.
In depth
Sam makes a clear distinction between his civilian self and his sorcerer self. Sam is a somewhat dull man that he has always wished he was not. As such, he sees being Y as an escape, a fulfilment of his youthful dreams, and dives into the role with enthusiasm. Thirty years of suppressing his courageous spirit gave birth to the Y persona, and if he's going to be an adventurer, he's going to be an adventurer. He plays the roguish, cocksure charmer to the fullest.
That's not to say he doesn't have a big head. It's just not as big as he acts when he's Y. Being a little boastful is par for the course for a magic user, where confidence is crucial, and many battles can be won through force of will. He exaggerates his brashness for a few reasons. Firstly, it misleads foes. They either believe him to be a braggart fool and underestimate his skill and tenacity, or they believe his claims and allow him to manipulate their expectations. Secondly, malevolent magic types tend to target arrogant do-gooders, exposing themselves from the shadows. On more than one occasion, evil supernatural beings have stalled their plans to try and preemptively stop him, which tips him off to their schemes in the first place. Thirdly, it's just plain fun. Challenging himself, proving himself, truly being that good. There is nothing more satisfying. He loves showing off and being the centre of attention, as he severely lacked it in his everyday life.
Despite his playful way of doing things, Y's dedication to doing good and living up to his responsibilities should not be underestimated. He is deeply devoted to his role as a preserver of order and justice (though he will often note 'the government' is not involved in the equation and considers his supernatural work not to be subject to mortal laws). He works night and day towards defending the world, which is no burden to him as it is also his greatest pleasure. He's proactive, seeking out evil or potential dangers to the world. Y puts a lot of work into making his skills seem effortless. He never surrenders, even when things are at their worst. This is especially true when his pride is on the line- he has a vengeful streak and goes out of his way to face those that defeat him.
Y is, however, generally very gentle. He dislikes injuring people and finds using brute force distasteful. He instead prefers to find creative ways to solve problems, even the most violent of confrontations. He doesn't begrudge others for its use in the pursuit of justice but goes out of his way not to blast his problems to dust.
World History:
Whilst ostensibly the Marvel 616 history, with the addition of the adventures of himself and his friends, it's not specifically the Marvel universe and is instead kind of Marvelesque. It features the main mechanics (mutants, the way magic works, the cosmic set up) but is generally devoid of the key figures of the mainstream Marvel universe.
Samuel's grandfather was a powerful wizard known as X the Mystic, who fought malicious magical influences during WWII. In particular, he was dedicated to destroying the so-called Devil Doctors, a loosely associated group of scientists from both the Allied and Axis forces that sought to prolong the war, so they had an excuse to continue their mad science. X eventually took part in Operation Glorious Victory, a joint British, American and Russian effort that offered the best of their superhuman operatives in an assault on Schloss-Superbiest (Castle Super Beast). This German installation could supposedly produce a super-soldier capable of winning the war.
While the mission was a success, there were few survivors. X was one, though he was banished to another dimension in a duel with one of the Devil Doctors, Herman Hasskil. There he remained, X's son deciding to avoid his mystical heritage.
Life continued. Samuel was born. His father died. He inherited the family antique's business. And unlike his father, Samuel had no issue with looking through his grandfather's old things, and there he found the Orb of Eternal Sight. Still linked to X, the two came into contact across dimensions. Samuel became his apprentice through the divination magic. At first, learning magic just to free his banished grandfather, he soon found that was exceedingly difficult, and as his power grew, he decided to take on obligations. Obligations to preserve the world's order. So was born Y the Mystic!
The media keep calling him Why the Mystery for some reason.
His first attempt to open a portal to X's prison summoned a physically powerful entity called Vozgas and his nemesis Goglimal by mistake. In the ensuing battle, Y lost an eye but saved Vozgas' life, earning his service. Vozgas is an obedient and helpful servant, though as an extradimensional alien warrior, his thought processes are often challenging to guide in the most constructive of purposes.
He is a member of The Vigilant.
Appearance:
A healthy and toned looking chap in physique, Samuel's magical experiments have kept him strong without needing to exercise quite so much as anyone else would need. As a side effect, however, it has turned his hair white. He is not exceptionally tall, at 5'5, but when in costume he wears platform shoes putting him at 5'7.
His one remaining eye is a very bright blue.
Sam is mixed race, 1/2 white British on his father's side, 1/2 Pakistani on his mother's side.
His superhero costume is relatively simple- a blue cloak over a black and white jacket, with large boots and tights. The entire outfit is adorned with eye-catching jewellery. The jacket has a low neck, showing off the top of his pecs.
He pulls a Clark Kent for his secret identity. He reveals his face when he is acting the hero, letting his hair down and with a distinctive eye patch. His costume is tight to show his physique. When in his civilian life, he wears shades at all times, enchants his hair black, and wears his hair up, with a suit that makes him look smaller.
When he is Y, all of his movements are theatrically over the top and dance like making him all the more eye-catching and mesmerising.
His PB is Zero, from Fire Emblem.
Abilities:
Sam is a spellcaster, an adept who is approaching a master. In short, his main skills are controlling the weather, altering minds and conjuring things. He has a super strong servant he can summon. He is as vulnerable as a normal man to injury and possesses no superhuman physical qualities. His statistics are here and his magical items are here.
Click below for more in-depth details.
RPG details
The spell casting in the MSH RPG works as follows:
Spells fall into three categories depending on the types of energies uses. Personal, that draw on the power of a user's psyche and spirit- these are usually the most 'quiet' spells, that tend to affect the user themselves and do not require chanting or ceremony. Universal spells manipulate the energies flowing through the cosmos to alter the world around them- 'louder' than Personal; they usually defy the laws of physics to affect other targets. They tend to require speech or hand movements. Dimensional spells draw on powers from other planes of existence, some entreating an especially powerful entity or force to lend their aid. These are the 'loudest' and usually the most powerful, but also most attention intensive and with possible drawbacks. A subgroup in Dimensional (which both of his original Dimensional spells fall under) are entreaty spells, which call upon specific beings or forces. They always require calling the name of the power they wish to call upon at minimum. Abusing these requests can result in unwanted inter-dimensional attention. He can request they replicate an ordinary spell or use the unique powers they possess. He can ask them to cause an unusual effect and if this matches their associated traits, it is relatively simple. It grows increasingly difficult if it is something neutral to their purposes or something they are directly opposed to.
If his hands are restrained (or otherwise immobilised), he cannot cast Universal spells. If his hands are bound and he is gagged (or otherwise prevented from speaking clearly), he cannot cast Dimensional spells. Anything that disrupts his ability to concentrate may prevent him from using any of the three types.
Personal and Universal spells take effect immediately after casting. Dimensional spells, because they draw their power from other realms of reality, always take effect at the end of the round of combat (about 6 seconds). If two spellcasters cast Dimensional spells, they occur in the order they were cast, which makes this limitation less of an issue for wizardly duels but it can be a serious problem against non-magical foes.
Y can use all three types and started with six spells- two of each type. Spells marked with • are the starting spells randomly rolled up and ◘ are chosen ones, bought with experience in-game. These spells are those Y has memorised and can cast by himself and anywhere. In his sanctuary and with the assistance of his master, some research, or a tome in hand he can manage more, though this can take hours, days or weeks.
He is currently considered an 'Adept', the third of the five levels of magic user (Novice, Disciple, Adept, Master, Sorcerer Supreme).
Personal Energy Spells:
• Clairvoyance- he can see through an invisible 'eye' that he can maintain a distance from himself. The spell requires great concentration and only similar sensing spells can be cast at the same time.
RPG details
In game terms, Sam's Clairvoyance is Amazing (50), which allows him to see 12 Areas away from himself. 'Areas' are purposefully vague and variable distances, but that's about 528 yards (or 1584ft). It can be blocked warding, but if the rank of the warding spell is lower than Amazing, Sam can automatically penetrate it.
Originally the spell could see only within 20 foot of the invisible eye, but with practice (and some experience spent) he expanded the spell to see within a 60-foot sphere.
• Flight- His particular method is to control the effects of gravity on himself, 'falling' as he wishes. He is protected from basic hazards of high-speed flight, such as wind resistance and moving too fast to breathe, but not the elements themselves (e.g. if he moves fast enough wind chill should injure him he is fine. If he flies into a blizzard, he's affected as normal.)
RPG details
In game terms, Sam's Flight is Incredible (40), which equates to up to 6 areas per round by default and a top speed of 15 rounds, if he can successfully perform a Psyche feat every 5 rounds he wishes to maintain it. Since a round is 6 seconds, his base speed is roughly 90mph, and his top speed is roughly 225mph.
◘ Tongues- To assist Y in his work of seeking out artefacts, both magical and of historical significance, he learnt this spell. It grants him the ability to read, write, speak, and hear unknown languages spoken or written in his presence. It's automatically successful on Earth languages, but otherworldly (be that extraterrestrial or extradimensional) has some chance of failure.
RPG details
Tongues is ranked Incredible (40). The only thing this means is he is 70% likely to be successful in deciphering otherworldly languages, and since its duration is one day, he casts it on himself every morning.
Having frequently used it to speak their languages, Y does not need to cast the spell to communicate with the descendants, creations or relatives of the elder god Set, which are generally most mystical snake people. When he does so, he supposedly has a Slorgish accent. While the spell does not normally allow communication with animals, Y has developed the spell to talk to all snakes and serpents, limited though their discussion abilities may be.
Universal Energy Spells:
• Summon Servant- Vozgas can be called to his side at any time. A gigantic, fearsome creature with a vaguely ancient Egyptian look. Vozgas has the power to wrap himself or others (though only one at a time) in a powerful shield and can grow even further in size to 32 foot tall. Vozgas is only conjured when brute force is called for, as his lack of respect for life and property makes him a potential danger to others and Y's reputation. When in standard size, he looks similar to a human but is nine foot tall with glowing yellow eyes, adorned in loose clothing that exposes much of his skin. When he transforms, he becomes more monstrous in appearance with bulging, inhuman muscles and unnatural blue skin tone, locked in a frightening grimace. The shield takes the form of a conjured suit of armour, an energy-based illusion that fits whomever he directs it to cover.
His PB in normal form is Ozymandias of Fate and when transformed it is Exodia.
RPG details
The Servant spell allows the user to roll up a second character, with two spells. Vozgas was created by rolling an 'Alien' type (which covers extraterrestrials, extradimensionals and so on).
• Nature Control: Weather Control- He can control and create weather effects in the most ludicrous of ways. His favoured form of dealing damage is to strike targets with lightning or reduce the temperature in a small area enough to freeze his foe. It is considered a subset of 'nature control' which combines the control of the four elements of wind, water, fire and earth.
RPG details
Thanks to some incredibly lucky rolling, the rank of this spell is Unearthly (100), the highest available rank under normal circumstances to player characters. This places its range at '1 planet' (though he still needs to be able to aim). By far his most powerful spell, it did come with downsides- according to the rules, spells are automatically cast at their rank level. They require extra rolls to determine if the character can reduce the power- they are then able to adjust the strength of any aspects of the spell. As a result, Y could only use it offensively against the most powerful of foes and could cause unintentional damages even then.
After passing the additional checks ten times in a row, and at the cost of some experience, he is now able to adjust the power and scale of his weather control. Some power stunts used by Y include-
Turning his breath into a gale.
Sending whispered messages on wind.
Creating elementals of air, water, ice, lightning and sunlight to do his bidding.
◘ Mental Control- Chosen to end the combat inherent to his lifestyle that Y finds so tiresome without injury and swiftly, this spells allows him to dominate a target mentally. If he gives orders that the target would be strongly opposed to, they may break free of the control.
RPG details
This spell is Incredible (40) rank, however, due to his already existing talent for hypnotism it is shifted one rank up to Amazing (50). It's more obvious than his mundane hypnotism, which has a rank equal to his Reason score (Remarkable, 26). Hypnosis can be done without anyone noticing and slip past the defences of those who expect only super-powered mental assaults, but much weaker. Hypnotic commands tend to pass in 8-10 hours, whereas Mental Control can last up to a month. Hypnotism needs the target to see and hear Y clearly, in close quarters. Mental Control on the other hand, requires only Y to see his target and has a range of 12 areas, which like Clairvoyance is about 528 yards (or 1584ft).
Both are ineffective on machines or otherwise mindless entities.
Dimensional Energy Spells:
• Valtorr- A dimension filled with vipers and vapours, which he can ask for assistance. The unique powers of the plane of Valtorr allow him to summon various mystical vapours. Some examples are that they are able to paralyse, obscure, put foes to sleep, enhance physical abilities, prevent death, cushion blows, restrain people, slow movement and create tiny electrical bolts (weaker than those his weather summons, but with other advantages). He can also use the energies of Valtorr to transform objects into serpents of equal mass. They usually follow his orders until they revert to normal. The final unique power is to cause huge, suckered tendrils to emerge from summoned mists, which also do as he commands. He can call upon the power of the plane for other purposes, and often does if the effect he desires is associated with the traits of Valtorr (that being snakes and smoke/fog/bad weather). His unusually strong association with Valtorr has made him a target of a snake cult who believe him to be their chosen one, who will one day open the gateway allowing their serpent deity to claim the Earth. Y considers that 'not very likely.'
RPG details
Spell rank of Amazing (50). At the time of the game's publication, Valtorr was known only as a plane of existence, not an entity (and most references to it made it clear it was a place). In the time since, it turns out there is a being named Valtorr, but because they are so incredibly minor they are treated as non-existent here (or perhaps they are the mysterious serpent deity Sam is supposedly the chosen one of).
Some spells Sam has cast with this entreaty enough to be treated as part of his 'bag of tricks' are-
Turning himself, wholly or partially, into a serpent.
Creating an environment suit from thick vapours.
Transforming into smoke.
Mesmerise serpents, snakes and similar to follow his commands.
• Oshtur- A powerful entity devoted to order, one of the three great powers that make up the Vishanti. One of the mightiest forces for order in the multiverse, known as a judge and Lord of the Skies. Her signature spells involve separating forces with her 'omnipotent hands', sealing things in nigh unbreakable crystal or undoing the magic works of others. Due to her broad purview, when Y needs to call upon power for an effect outside of his usual abilities, he is more likely to call upon Oshtur than Valtorr. As long as he is promoting order, she is typically willing to assist him though after enough entreaties, she will usually ask him to perform a task. She seems to like how willing he is to do so, though the other aspects of the Vishanti seem to find his attitude a downside and he has yet to earn their respect.
RPG details
Spell rank Amazing (50). At the time of the game's publication, Oshtur was referred to using masculine pronouns but since has been retconned as a woman. Unlike Valtorr, we decided to accept this new information in the game world.
Some spells Sam has cast with this entreaty enough to be treated as part o this 'bag of tricks' are-
Forming a lance of energy, which travels in a perfectly straight line so quickly, it cannot be seen when he releases it. Several times people have referred to 'The Lance That Oshtur Hurled', and this is a sliver of the same.
Casting multiple illusions of himself.
Creating a pair of large, spectral hands to manipulate objects or attack.
Forming a stationary forcefield cube to protect the contents.
◘ Conjure- As he continues to seek a way to free his master, he has learned the Universal spell of Conjuration, bringing objects, creatures or plants to him. Safe and straightforward items are easy, and with some extra effort, he can repair items summoned to him if they are damaged or degraded. Calling on more dangerous targets, especially living beings (willing or not), is much harder.
RPG details
Conjure is at the Monstrous (75) rank. It began at Incredible (40), but Y strengthened it considerably in his attempts to draw X from his imprisonment. It remains unsuccessful.
Originally the Conjure spell had no aspect of returning objects to their place of origin, but after some attempts and spent experience, Sam has mastered reversing the spell. The process, like the summoning itself, repairs damaged items in the process. As a result, Sam can 'borrow' items without guilt.
His most extensive use of Conjure took a week of intense meditation as he put back together a completely disintegrated item of great sentimental value to a friend of his, drawing in each atom one at a time.
◘ Dimensional Aperture- Continuing his attempt to free his grandfather, Y learned to open portals between dimensions. Doing so to dimensions he has not been to is difficult, but so easy as to be automatic to those he has visited. In the process of learning the spell, he gained access to a personal pocket dimension which he has moulded into a beautiful and tranquil garden, with a small museum for keeping the more dangerous artefacts he has discovered.
RPG details
Just like Conjure, Dimensional Aperture is Monstrous (75) in rank and was built up to that from Incredible (40).
Sam has visited quite a few alternative dimensions at this point, including-
Valtorr.
The Dark Dimension.
An alternate Earth in which he and his friends are criminals.
Takamagahara.
The Crossroads.
Other notes:
His mystical knowledge is not quite to the standard of an old master, but he has a talent for identifying and interacting with inter-dimensional forces. He's become well respected amongst the magical community, though that attracts unwanted attention. His boastful nature often has him challenged by those who want to make a name for themselves or put him in his place.
While not a magical power, Y is a skilled hypnotist using mundane methods, something he developed through his mental exercises to unlock his true spiritual potential.
Sam is an expert on antiques and archaeology. In comic book and tabletop RPG style, he has no speciality- he's just kind of universally knowledgeable about anything related to artefacts and archaeology.
