Analoy (Human / Maxi-Man)

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Analoy (Human / Maxi-Man)

Post by Analoy »

Player Name: James
G-Mail: jmarlow3737
Link to my Ledger

Character Name: Analoy Landie
Alias: Four, Traloosa
Race: Human
O.C.C.: Maxi-Man (using T-Man XP table)
Alignment: Aberrant
XP Level: 8
XP Points: 68,096 (AoNR 01OCT22)
Next Level @ XP: 80,001
Sentiments/Non-Humans: Possible teammates, if they prove trustworthy. Competent adversaries, do not underestimate.
Sentiments/Coalition: Zealots with no clue as to the megaverse at large.
Disposition: Outwardly courteous, but in truth she is weighing the threat potential of everyone she comes in contact with, including her friends.
Insanity: None

I.Q.: 12
M.E.: 19
M.A.: 10
P.S.: 17 SN
P.P.: 18
P.E.: 21 SN
P.B.: 14
Speed: 28

P.P.E.: 263/263
M.D.C.: 207/207
Age: 21
Sex: Female
Height: 5' 2”
Weight: 120 lbs.
Description: Analoy's athletic frame is rarely covered by much in the way of clothing or armor which lets her display her many tattoos. The most notable of which is a black stripe that runs down the left side of her face. She is blue eyed with blonde hair that is usually cut in an outlandish style.

Natural Abilities
Perception: 61% (+3%)
Charm/Impress: 20%
Max. Encumbrance: 36 lbs. (120 lbs. SN)
Max. Carrying Weight: 340 lbs.
Max. Lifting Weight: 680 lbs.
Max. Jumping Ability: 8.5' long / 4.25' high (34.5' long / 17.25' high SN)

Special Abilities
P.P.E. restores at 12 per hour of rest/sleep
Can draw energy from Ley Lines and Nexus Points

Magical Tattoos
Simple Weapons
(left outer thigh) Mace (2) - 240 min duration, 2d6
(left inner forearm) Sword (2) - 240 min duration, 3d6
(right outer thigh) Knife (2) - 240 min duration, 1d6
Magical Weapons
(right inner forearm) Sword covered in Flames (10) - 120 min duration, 3d6 SDC/M.D.
(left outer forearm) Bow & arrow with four flaming, winged arrows (20) - 120 min duration, 2d6 SDC/M.D., 1,920' range
(left inner bicep) Gorilla (30) – 8 hour duration, 80 H.P., 80 S.D.C.
(left upper chest) Eagle (15) - 8 hour duration, 24 H.P., 10 S.D.C.
(right outer bicep) Horse (20) - 8 hour duration, 48 H.P., 80 S.D.C.
(right shoulder) Deamonrunner (80) - 240 min duration, 134 M.D.C. (Splynn p.71)
(left outer bicep) Harpie (50) - 240 min duration, 28 M.D.C., (CB p.138)
(circling left wrist) Chain with Broken Link (strength) (30) - 40 min duration, +6 SN P.S. (total: SN P.S. 23, Carry/Lift: 1150/2300 lbs, restrained punch: 4d6, Punch: 2d6MD, power punch (2 actions): 4d6MD )
(right hand top) Eye of Knowledge (Language) (15) - 120 min duration, understand and speak all languages at 96%, literate at 82%
(left hand top) Flaming Eye (Fire Protection & Thermo-Imaging) (20) - 40 min duration, Thermo vision 600'; Shoot flames from eyes, 400' 8d4 SDC/M.D., +2 strike but no other bonuses
(right outer wrist) Rose and Thorny Stem & Dripping Blood (30) - 8 min, 3 healing touches per min, 3D6 S.D.C. and 1D6 H.P.
(left shoulder) Black Sun (Darkness Powers) (40) - 40 min duration, self or 40', nightvision 600’; see in magical darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; Cloak of darkness & Shadow meld (BoM p.93 & 103)
(left thigh front) Shark (20) - 240 min duration; Breath without air & Swim as fish (superior) (BoM p.96 & 109)
(right wrist inner) Heart with Tiny Wings (10) - 240 min duration, Run at Superhuman Speed, 110 mph, Leap 20' high & 30' long from a 30mph running start, +2 dmg from HTH attacks & +1d4MD per every 30 mph, +2 Dodge
(center chest/sternum) Heart with Large Wings (20) - 240 min duration, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
(right rib cage) Knight in Full Armor (25) - 240 min duration, 280 M.D.C.
(around belly button) Ball of Thorns (15) - 80 min duration, Impervious to all forms of poison, +2 save vs drugs/chemical/gases
(right upper chest) Beautiful Dancer (15) – 16 min duration: Varies with command; as per Hypnotic Suggestion (RUE p.179)
(back of neck) Phoenix Rising From the Flames (124) – Instant, Range: touch or within 12', Super healing restores 50 H.P. & 50 S.D.C. or 100 M.D.C., cure diseases, minor magic disorders/sickness/curses and reverse petrification. Resurrection within 6 hours of death, regenerate body to 3 H.P. (penalties BoM p.241)
(right inner bicep) Heart in Two Pieces (Strength Drain) (30) – 8 minutes, Touch, victim suffers for 8 melee rounds duration, save vs magic 14+, PS is 1/2 normal

O.C.C. Skills
First Aid 85% (+5%)
Radio: Basic 85% (+5%)
Language: American 105% (+1%)
Language: Dragonese/Elven 105% (+1%)
Intelligence 70% (+4%)
Tracking: People 70% (+5%)
Wilderness Survival 75% (+5%)
Body Building & Weight Lifting
Climbing/Rappelling 90/80% (+5%)
Swimming 90% (+5%)
W.P. Archery
W.P. Targeting
W.P. Blunt
W.P. Knife
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
HTH Martial Arts

O.C.C. Related Skills
Prowl 70% (+5%)
Detect Ambush 80% (+5%)
Horsemanship: Exotic Animals 75%/65% (+5%)
Tailing 72% (+5%)
-Sense of Balance 79% (+3%)
-Work Parallel Bars & Rings 86% (+3%)
-Back Flip 91% (+2%)
-Climb Rope/Rappel 81% (+2%)
Trap & Mine Detection 55% (+5%) (lvl 4)
Pilot: Hovercycles, Skycycles & Rocket Bikes 90% (+3%) (lvl 4)
Running (lvl 5)
Barter 35% (+4%) (lvl 1)
Appraise Goods (+Magic Items) 45% (+5%) (lvl 1)

Secondary Skills
Cook 110% (+5%) (Superior Quality)
Lore: Demons & Monsters 70% (+5%)
Land Navigation 68% (+4%)
Athletics (General)
Mathematics: Basic 85% (+5%)
Literacy: American 80% (+5%) (lvl 5)
Literacy: Dragonese/Elven 70% (+5%) (lvl 5)
Identify Plants & Fruit 35% (+5%) (lvl 3)
W.P. Handguns (lvl 3)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
Entangle: +2
HTH Damage Bonus: +2
Bonus to Roll: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Restrained Punch: 3d6
Full Strength Punch: 1d6 MD
Power Punch: 2d6 MD (2 actions)
Body flip/throw: 1d6, victim loses initiative and 1 attack
Karate Kick: 2d6
Karate and any hand strike/punch
Any foot strike except Leap Kick
Leap Kick: 3d8, counts as 2 melee atks
Critical Strike on unmodified roll of 18,19 or 20
Can perform Holds
Back Flip
Back Flip Escape

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Archery - +4 to strike, +1 to parry with the bow itself, +2 to disarm
--Rate of Fire: As per the character's hand-to-hand attacks per melee.
--Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.

W.P. Targeting – +3 to strike
W.P. Blunt - +2 to strike and parry, +1 to strike when thrown
W.P. Knife - +3 to strike, +3 to parry, +3 to strike when thrown
W.P. Sword - +3 strike, +3 to parry, +1 to strike when thrown
W.P. Energy Pistol - +4 strike
W.P. Energy Rifle - +4 strike
W.P. Handguns - +1 strike (lvl 3)
W.P. Paired (per HtH)

Saving Throw Bonuses
Coma/Death: +10%
Magic (varies): +6
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +2
Psionics (15+): +2
Horror Factor: +6
Last edited by Analoy on Mon Jan 24, 2022 9:44 pm, edited 47 times in total.
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Re: Analoy (Human / Maxi-Man)

Post by Analoy »

Secure Universal Card: 1,300 credits
Non-Secure Black Card: 2,900 credits
NGMI Bills, $100 Denomination ($1,150 N.G.M.I.) (as of 1-24-2018)
Secured Universal Card: 60,365 (as of 10/18/22)

NG-424 Hornet (Navy Blue)

Carried/In Hand
IPR-16 Ion Pulse Rifle

Worn on Person
Ring of Protection
Clothes (Red Flannel Shirt (no sleeves & tied above the midriff), Tan Cargo Shorts, Undergarments, Socks, Black Combat Boots)
TFRC-02 FreeRunner Combat Exoskeleton

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: NG-PB713 Particle Beam Pistol
• Attachment: TW Snare Gun
• Attachment: E-Clips Long (1)
• Attachment: E-Clips Long (1)
• Attachment: E-Clips Long (1)
• Attachment: NG High Explosive Grenade (1)
• Attachment: NG Smoke Grenade (1)
• Attachment: Goblin Bomb: Paralysis
• Attachment: Goblin Bombs: Fear (1)
• Attachment: Goblin Bomb: Flash Freeze
• Attachment: Goblin Bomb: Flash Freeze
• Attachment: NE-RV04 Ripper Vibro-Sword

Travel Crate
NG Fragmentation Grenade (5)
NG High Explosive Grenade (4)
NG Plasma Grenade (4)
NG Smoke Grenade (4)
Flare -- Handheld (4)
Flare -- Parachute (4)
Flare: Globe of Daylight (1)
Goblin Bombs: Fear (1)
E-Clips short (10)
E-Clips Long (3)
Little Black Dress and black flats
Buffalo Riding EBA
NG-L5 Laser Rifle
TW Snare Gun PPE Clip: 1 (in Snare Gun)

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Wilk's PRC-5 Secure Walkie-Talkie
• Space: Nuhr Rune Morning Star
• Space: Vibro-Knife
• Space: Flare -- Handheld (1)
• Space: Flare -- Parachute (1)
• Space: NG Plasma Grenade (1)
• Space: Sleeping bag
• Space: First aid kit
• Space: 50' Nylon Rope
• Space: Clothes (Undergarments, Socks, Black Combat Boots, sturdy brown work pants, a black button up shirt and a medium weight green jacket with a hood attached)
• Space: Running Shoes

Stored in Room
Clothes (Undergarments, Socks, Green Sports Bra, Plaid Skirt)
Clothes (Undergarments, Black Sports Bra, Black Mini Skirt)
Cloak: Dark Green, long, hooded, insulated/waterproof
4” Black Heels
Red Evening Gown
Small red purse
-- Wallet
Gas Mask
w/ 3 magazines NE-001PC Plasma Cartridges (for NE-8SL) (24/0 rnds)
100 rounds NE-001PC Plasma Cartridges (for NE-8SL)
5 speed loaders (for BigBore "Big Boss" Magnum Revolver) (4/0 rnds)
144 shells (for BigBore "Big Boss" Magnum Revolver)
Goblin Bomb: Flash Freeze (4)
Goblin Bomb: Paralysis (5)
NG-45LP Long Pistol
NE-8SL Slim-Line "Barrage" Auto-Pistol
BigBore "Big Boss" Magnum Revolver
PE-33 Plasma Ejector

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:


K'Sarlex Ortoza True Atlantean Alchemist: Favorable Contact

Gear Stats

Ring of Protection
Rare Enchanted Ring
Magic Features
  • Protection from Spell Magic: Constant +1 to save.
  • Protection from Psionics: Constant +1 to save.

Curse: None
History: Unknown

Buffalo Riding EBA
M.D.C. by Location:
  • Helmet: 40
  • Arms: 30 each
  • Legs: 28 each
  • Main Body: 65

Weight: 18 lbs.
Modifiers: -5% to climb and -10% to other physical skills
  • All features standard to environmental armor

Book Reference: p.54-55, WB34

TFRC-02 FreeRunner Combat Exoskeleton
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100

Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, and +6 to roll w/impact, -10% to electronic perception
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking

Book Reference: Kraus Imported Arms

Installed N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
  • 8 hour duration per E-clip

Book Reference: p.122, DB2

NG-45LP Long Pistol
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: None
  • Book Reference: p.191-192, WB33

NG-PB713 Particle Beam Pistol
  • Range: 300'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip, 16 per LE-clip
  • Weight: 6 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: natural 19 or 20 to strike does 50% more damage
  • Book Reference: p.201, WB33

NE-8SL Slim-Line "Barrage" Auto-Pistol
  • Range: 500'
  • Damage: 3D6 M.D. or 6D6 M.D. per burst
  • Rate of Fire: Single shots or 2-round bursts only
  • Payload: 24 round magazine (NE-001PC)
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: W.P. Energy Pistol
  • Book Reference: p.25, DB8

BigBore "Big Boss" Magnum Revolver
  • Range: 200'
  • Damage: 2D4 M.D.+knockdown
  • Rate of Fire: Single shots only
  • Payload: 4 shells
  • Weight: 4 lbs.
  • Features: None
  • Modifiers:
    • P.S. 22+ required to fire or -2 strike & knockdown
    • Augmented P.S. 20+ required to fire 1-handed
  • Book Reference: p.138, Black Market

IPR-16 Ion Pulse Rifle
  • Range: 1,100'
  • Damage: 3D6 M.D. or 6D6+3 M.D. burst
  • Rate of Fire: Single shots & 3-shot burst
  • Payload: 15 shots per E-Clip, 30 shots per LE-Clip
  • Weight: 8 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.146, Black Market

PE-33 Plasma Ejector
  • Range: 1,400'
  • Damage: 1D4x10 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: 6 shots per E-Clip, 12 shots per LE-Clip
  • Weight: 15 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.147, Black Market

NG-L5 Laser Rifle
  • Range: 1,600'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip or 20 shots per LE-Clip
  • Weight: Block One: 14 lbs. Block Two: 12 lbs., Block III: 10 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.192, WB33

TW Snare Gun
  • Range: 200'
  • Damage: None; creates & fires a magic net
  • Rate of Fire: Single shots only
  • Payload: 2 nets per activation
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • TW Functions: none
  • Magic Net (5th level spell strength)
  • Activation Cost: 10 P.P.E. per 2 magic nets
  • Device Level: unlisted
  • P.P.E. Construction Cost: 45
  • Spell Chains Needed: Energy Bolt (5) & Magic Net (7)
  • Physical Requirements: a sawed-off shotgun & a clear crystal (300+ credits)
  • Duration of Charge: standard
  • Construction Time: 40 hours
  • Construction Cost: unlisted
  • Book Reference: p.217, WB14

Legendary Enchanted Flanged Mace
S/M.D.C.: 60
Damage: 3D12
Magic Features
  • Additional Damage: One die of damage is added to the weapon's normal damage.
  • Deevil Slayer: Does normal damage to all creatures except deevils, to which it inflicts double damage.
  • Demon Slayer: Does normal damage to all creatures except demons, to which it inflicts double damage.

Curse: None
History: Unknown

Nuhr Rune Morning Star
  • Range: Close Combat
  • Damage: 4D6 M.D.
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.150, WB30

NE-RV04 Ripper Vibro-Sword
  • Damage: 3D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 4 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8

  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE

NG Fragmentation Grenade
  • Range: 120' thrown
  • Damage: 2D4 M.D. to a 20' AoE

NG High Explosive Grenade
  • Range: 120' thrown
  • Damage: 3D4 M.D. to a 6' AoE

NG Plasma Grenade
  • Range: 120' thrown
  • Damage: 4D6 M.D. to a 12' AoE

NG Smoke Grenade
  • Range: 120' thrown
  • Damage: creates a smoke screen that covers a 40' AoE

Flare -- Handheld
  • Range: handheld
  • Damage: None
  • Duration: Flare burns for 20 minutes

Flare -- Parachute
  • Range: handheld
  • Damage: Not a weapon, but if shot into a person it does 6d6 SDC each melee round for one minute; also a 50% chance of causing combustibles to catch fire
  • Duration: Flare burns for 60 seconds and illuminates an area of roughly 150 feet (45.7m) in diameter

Flare: Globe of Daylight
  • Range: explodes 200' (61m) in the air to release a globe of daylight that slowly drifts down until it stop and hovers, stationary, about 20' (6.1m) above the ground
  • Damage: Not a weapon (does not damage), but forces vampires to the edge of its light, holding them at bay (same as spell)
  • Duration: 3d4 minutes

Goblin Bomb: Fear Grenade
  • Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
  • Damage: per TW function
  • Payload: Single use TW item; unleashes a 3rd level strength spell effect
  • Weight: 1 lb.
  • Features: after pin is pulled, user has five seconds to throw it before it detonates

TW Characteristics:
  • TW Functions: Creates an area of Fear in a 20' AoE from point of impact
  • Book Reference: p.328-329, BoM

Goblin Bomb: Flash Freeze
  • Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
  • Damage: per TW function
  • Payload: Single use TW item; unleashes a 3rd level strength spell effect
  • Weight: 1 lb.
  • Features: after pin is pulled, user has five seconds to throw it before it detonates
    TW Characteristics:
  • TW Functions: 1D4 M.D. plus cold effects in a 10' radius from point of impact
  • Cold Effect: Covers target in ice, if fully encased, target will go into suspended animation until ice is removed. Ice has 50 M.D.C. and lasts for 3d6 minutes. Note: Trying to blast someone out of the ice has a 50% chance of also wounding the victim.
  • Book Reference: p.328-329, BoM

Goblin Bomb: Paralysis
  • Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
  • Damage: Equivalent to Paralysis: Lesser: Paralyzes a random limb: 1-25% right arm; 26-50% left arm; 51-75% right leg; 76-00% left leg
  • Payload: Reusable TW item; the canister can be picked up and recharged up to 10 times; 12 PPE or 24 ISP
  • Weight: 1/2 lb.
  • Features: after pin is pulled, user has five seconds to throw it before it detonates
    TW Characteristics:
  • TW Functions: 1D4+2 mortal beings within a 10' radius from point of impact
  • Book Reference: p.328-329, BoM

Wilk's PRC-5 Secure Walkie-Talkie
  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps

NG-424 Hornet (Navy Blue)
M.D.C. by Location:
  • *Rear Hover Jets (2): 30 each
  • *Concealed Directional Jets (6): 6 each
  • *Undercarriage Hover Jets (4): 15 each
  • *Forward Headlights (2): 5 each
  • *Mini-Missile Box Launcher (2; sides): 25 each
  • Tail Fin (1): 35
  • Windshield (1): 15
  • Main Body: 122

* Requires a called shot at -5 to strike
Statistical Data:
Maximum Speed: 200 mph
Range: unlimited
Flying: 60' max altitude & can handle drops of up to 800'
Modifiers: +1 to dodge; -5% to piloting for sudden stops or stunts; -20% to piloting & -20% to speed with missile pods; -10% to piloting per 50' above the ground
Crew: 1 rider only
Class: Combat Hovercycle
Dimensions: 3.9' high, 12' long, 3.3' wide (5.7' with mini-missile pods), 942 lbs.
Cargo: None
Power System: Nuclear (10 year life)
Weapon Systems:
  • None

Features of Note:
  • None

Book Reference: p.162-163, WB34

Cargo Van
  • Crew: 1 plus passenger.
  • AR: 10.
  • SDC: Tires (4) 50 each. Main Body 500.
  • Top Speed: 120 mph.
  • Miles Per Gallon: 19 mpg.
  • Fuel Tank: 15.1 gallons.
  • Cargo: 50 cubic feet. 200 lbs on rooftop rack.
  • Tow: 4 tons.
  • Bonuses: None
Last edited by Analoy on Wed Nov 02, 2022 7:49 pm, edited 44 times in total.
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Re: Analoy (Human / Maxi-Man)

Post by Analoy »

Background Story

Since the last candle ran out, the darkness had been complete. The silence was only broken by her own movements. Time was almost meaningless and measured only by the dwindling basket of potatoes and the growing stench of the refuse pile on the other side of the small space that was now the extent of Analoy's world. When she slept, her mind replayed the last few moments of her time in the light.

She laughed as she ran past her father and bothers working in the fields. They smiled back and waved. Her hands skimmed the tops of the waist high plants as she cut the corner of the field to run inside and help her mother with the cooking. Inside her mother grinned at her and handed her a basket of potatoes, then told her to take it down to the root cellar. As her foot touched the floor of the small cellar, the ground shook and an echoing rumble descended through the open trap door. She called out to her mother. A moment later her mother's face appeared, “stay quiet” was all her mother said before the small door closed. Fear of the unknown washed over Analoy. However, she knew what came next but she was unable to stop the dream from continuing. There were more ground shaking rumbles, then her mother's scream and a crash.

Analoy woke with a start, as usual, and sat in the darkness until she could not longer just sit there. Standing, she reached up, her hand touched the low ceiling beam. She followed it the four short steps until her foot touched the ladder. Climbing up, she pressed her back to the cellar door and pushed as hard as she could but it still wouldn't budge.

Back in the nest of sacks she had made into a bed, Analoy cried. She was very young but she knew what was going to happen as she clutched the last two dirty green potatoes. The hint of a noise broke her thoughts and grew louder. A scraping turned into a rumble as a circle of dim light outlined the cellar door. Analoy moved back, into a corner away from the light as the cellar door broke free and tumbled down into the room. She raised the potatoes she clutched in each hand, ready to defend herself as the shape of a man descended into the room.

“Child, I will not hurt you.” The man said as he closed upon her and scooped her up. He was warm. His voice was reassuring and she was exhausted. The potatoes fell from her hands as he carried her out of the cellar. She watched them roll back into the darkness and then she slept.

The sleep was dreamless and when Analoy woke she was clean and in a soft bed. Her eyes were drawn to the large window and wide cityscape stretching out beyond the glass. She sat staring at it until a knock came at the door and a man entered. A man covered in tattoos. He explained that his name was K'Sarlex Ortoza and that he had been traveling when the sensors in his craft lit up and he stopped to investigate the ruined farm. “That is when I found you.” he said. He smiled before he continued, “Now you have a choice to make. I can return you to your people or you can stay here and I can train you. If you choose to go, I'm sure I can find a home where you will be well taken care of. If you choose to stay, it will not be easy, but you will learn to fight among other things. And if you prove worthy you could be gifted with these.” He motioned to his tattoos. Then smiled as he pressed one in the shape of a lion. It sprang from his arm and into the room. The smile left his face as K'Sarlex said, “Neither choice is a promise for safety or security. They are the best and only options I have available. Think hard about this. It is not a decision to be made lightly. But first, rest and feel free to wander around. Talk to the people here, though I will need your answer by dinner tonight.”

Asking for the skills and ability to fight in a world that was so chaotic and indiscriminate as this one was the only choice for Analoy.

Time passed quickly as her training began. Martial and weapons skills were just the beginning. The ability to focus her mind away from the pain of the magical tattoos she was to receive was also of importance. She was even told to choose something that she wanted to learn. Much to her surprise, she chose cooking. It had been her favorite thing to do with her mother and always reminded her of those past times. It was also a way that she could repay K'Sarlex for saving her from a slow death buried in that root cellar.

Analoy soon learned that K'Sarlex Ortoza was a True Atlantean alchemist of Clan Ortoman. He was spying on the monsters that had taken over his ancestral homeland as well as attempting to find out who was trying to wipe out his people. To aid in this he needed guards and warriors and so he recruited people like her.

The tattoos he would give her would strengthen and empower her, but her first would be a normal tattoo of her choice. Analoy decided on a solid black stripe an inch wide running from her hairline down the left side of her face, over her eye, all the way to her jawline. As her training progressed over the years, many other tattoos followed, both normal and magical.

The guise K'Sarlex used while in Atlantis was that of a large armored monster called Slavishal Kull. When Analoy traveled with him she did so as a loyal slave simply called Four. Though when she attained full Maxi-Man status her slave persona was gifted the name Traloosa.

Analoy's trials and experiences have been numerous over the years but they have always been at the side of K'Sarlex or under his direct instruction. Now something new is coming. She is being sent away. K'Sarlex told her that he was sending her to Merctown to keep an eye on something for him. A new gang called Mephisto's Horsemen that he suspected was being supported by a force within Atlantis for an unknown end. Then he actually smiled and said, “and to learn something I cannot teach... Independence.” and that they were to have only semi-regular contact.
Last edited by Analoy on Sun Mar 12, 2017 8:24 pm, edited 2 times in total.
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