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Character: SAM 86


SAM 86
NicknameFull name: Supernatural Abrogation Mephit Wrigley:gen13/#86
SpeciesSupernatural-Abrogation Mephit
Age24
GenderFemale
Arrival MethodYellow Breach
LanguagesDiasporic Common Lingo (a simplified form of English)
PlayerJayEnfield
Approved
Go to Character Sheet

Description

SAM is a skunktaur with a chubby and fluffy build. Her fur is thick and black, with stripes and streaks of white along her back and belly in a fashion remniscent of a spotted skunk. By human standards she is of average height and weighs more than a human of that height. Her tail does appear to be even larger than one might expect for a skunk, however. She wears a black and silver wristcuff on her left hand, into which is stamped 'SCDC Wrigley - SAM*13*86'. At this time, she rarely wears anything else.

Temporary image (not mine) until a better one is made:
NSFW DUE TO TITS http://d.facdn.net/art/crystala/1387545596/1387545596.crystala_crysskunktaur.jpg NSFW DUE TO TITS

History

Supernatural Abrogation Mephit Wrigley:gen13/#86 was requisitioned and born of her loving mother, SAM Wrigley:gen12/#45. From her infancy, the noble purpose of the Mephits in suppressing the unjust magics of dangerous beings was instilled into her throughout her training. She knew that she too would become a SAM Warden of the Supernatural Criminal Detention Center Wrigley, there was no other desireable outcome for an artificial intelligence such as herself but to fulfill her intended purpose and contain the awful criminals and dissidents imprisoned at her facility. Her training cycle lasted until she was 10 years old, at which point she began junior duties. This largely consisted of study and drill and coaching within isolated chambers near to the dorms of prisoners, to be a part of the suppression of their horrible powers. At 15 years old, she earned full SAM Warden status, effectively considered an adult, and was assigned to a team of human and other AI wardens, tasked with keeping them safe from supernatural harm as they performed their duties.

Wrigley itself is situated on an arctic island, a short distance from a small city which both supplies the prison and acts as a prospecting hub for the mineral wealth of nearby regions of the planet, as well as the moons in orbit. She was able to interact with many of the "Come-From-Aways" who passed briefly through the area during her leave time, and so was not wholly isolated from outside contact, but she has never been off the surface of the planet dubbed Famous Curl.

Homeworld

High-Magic Galactic Empire. Basicly a bastard hybrid of Star Wars and D&D.

Skills

Bureaucracy

86 lived her entire life within a fixed hierarchy of a large government institution. Consequently, she does have some skill and appetite for navigating bureaucratic and legal structures.

Wire sculpture

86 took up wire sculpture as a hobby, and has since become reasonably skilled in creating artwork or functional shapes with only a few basic tools and a supply of wire.

Poetry

SAM 86 had long periods of time in which there was little to do, and she could not go anywhere. Craving something with more engagement than simply watching programs or reading up on general topics, she took up amateur poetry and the study of the work of the great poets. She is somewhat defensive about this, and keeps it mostly to herself.

Combat

Hand-to-Hand

The combat style in which 86 is trained involves using the tauroid body to take squat powerful stances and grapple opponents down. It is a very defensive style, oriented strongly around grips and counterstrikes, somewhat in the fashion of Judo or Hung Gar. She is trained, albeit less extensively, in the use of modern riot control gear. In spite of her fluffy and squat appearance, her body is athletic and strong for its size.

Powers

Normal Field

The mephit Normal Field is an area of effect around the tail of a SAM which dampens, absorbs, stores, and "metabolizes" supernatural energies, and prevents the use of advanced technology. This "bubble" does NOT drain or destroy magical objects or people of their stored charges of power, and does NOT revert shapeshifters or otherwise cancel existing active spells; this effect simply prevents the manifestation of supernatural powers within the area of effect. When magic is used within the radius, the intended effect will simply be absent.

The radius of the AoE of the NF is 5m, and it cannot be disabled by anything short of death or uber-level reality-altering event. Absorbing too much power without time to dispel it leads to Overcharge, and its associated consequences. The constant nature of NF means that the SAM cannot be healed by magical means, or receive ANY beneficial magical effects that might be expected in a magic-using society, and surely will not be welcome in places which require magic to function normally. The objective of the NF is to introduce challenges and a different form of novelty to scenes, not to destroy assets or plot elements, and so pre-communication about how various characters may be affected will be important to the effective use of the abrogation.


Types of spells affected by abrogation:
*A teleportation spell is blocked if it starts or finishes in the abrogation radius. It may pass through to the other side of the bubble harmlessly without being ‘intercepted’.
*A telekinesis spell is blocked if the caster and/or the object being moved is in the radius. Objects flung into the radius from outside maintain their imparted velocity and direction.
*An illusion spell is abrogated if the caster or the intended illusion are within the radius.
*Psionics are abrogated if the caster and/or the target are within the radius. Pre-existing mental effects which do not require magic to be sustained are not affected. Pre-existing active mental spells are suspended, but will resume after departure from the radius.
*Most magical items will be temporarily turned off by entering the radius, but will resume function upon departure.
*Lycanthropes will not experience magical effects from their curse while in the radius, but will still experience the biological symptoms of their current form. If, for example, their curse has altered their mind to crave something, they will still crave it.
*Characters and items which fly are constrained by the rules of real aerodynamics while within the area of effect.
*Magic which attempts to locate or communicate with anything inside of a SAM radius does not work, BUT magic which observes or communicates into the radius in the fashion of a security camera or speaker from a point outside of the radius will still function normally.
*Offensive effects launched into the radius from outside of it will be considered on a case by case basis, primarily governed by how much momentum can be preserved by whatever was flung at it in a complete absence of magic. For example, a fireball spell will lose cohesion and fresh fuel upon reaching the edge of the radius, but may still be dangerous for several meters as there is still a moving flaming mass which does not require continued magic in order to continue burning.
*Bodily transformations do not occur in the radius of effect. Pre-transformed people will NOT revert in the radius.
*For spells which I haven’t predicted, the general rule of thumb with most every passive effect or already-active magic is "What will happen to this when the supply of fresh magical power is temporarily halted?"

*Tech items are temporarily rendered inert while within the abrogation radius, if they rely on technology which conducts extremely small-scale operation. This includes nanotechnology, force fields, matter replicators, and exotic beams and fields (such as healing, mind control, etc). Items which are used outside of the radius may still have effects inside of it, such as firing a Star Wars blaster at SAM, the projectile itself is unaffected. Or a Star Trek tricorder, while used outside of the radius, will still take readings from inside of it. By contrast, a time-stopping device will not affect SAM from outside of the abrogation radius. Processors are not affected, computers and AIs will operate as per normal.


Overcharge

The tail acts as a sort of central antenna through which the SAM nullifies the activations of supernatural forces or the attempted use of high tech. Most background and minor effects are able to be nulled without special consideration, as the 'volume' of the powers involved are small, and easily dissipated into the ether without consequence. However, living in environments abundant of magic is likely to overwhelm that capacity. During overcharge, progressively more of the tails fur turns white, and it begins looking ‘staticky’.

When an Overload is triggered, the SAM must spray. In addition to severe stink, the SAM's spray unleashes a powerful pulse of unrefined magical energy, the supernatural equivalent of an EMP bomb or radio jammer. It has no tangible or visible component except for the spray itself and the accompanying retch-inducing odour. These energies are chaotic and in most cases will overwhelm or damage magically sensitive items (consent based as to whether the items are destroyed, need repair, or are simply rendered briefly inoperable. Some especially durable items may even be 'overclocked' by this effect). If uncleansed, the stink is liable to last for weeks.

Magic-sensitive individuals may also find this effect exceedingly unpleasant or temporarily detrimental to their casting. The effect is most powerful immediately, but background 'static' may linger for a few hours, particularly in proximity to the excreted musk. Items and people hit with the spray or in immediate proximity will be most affected, but the pulse itself will spread out and lose potency over approximately 50m, after which it lacks sufficient power to affect any but the most sensitive people or items. Many sensitive magic users may detect the event from much further out and ascertain its location, perhaps even from several miles away.

For the SAM, this effect is generally very embarrassing, they do not want to do it unless absolutely necessary. The ability can be triggered via overcharge, or as a voluntary alarm reaction to a palpable and immediate threat. A SAM has 3 sprays stored up ready for use, and they recharge at a rate of one per 3 days. The spray may be used without any excess charge to bleed off, but in this event it has only the effects one would expect from skunk musk. In the event that a SAM severely overcharges without any spray left, they will go into a state of magic-induced coma until they are able to recover. They may die in this state without medical intervention.