timeless_hope: (Default)
Player Name: MaxSalsa
Personal LJ: [personal profile] maxsalsa
AIM Contact: ultimatesalsa
Character Name: Will Rogers
Source Canon: Eternity's Call
Community Tag: will rogers

Notes: Please refer to the canon notes for Eternity's Call.

Background: Will grew up in a world that was just learning how to cope with Second Impact, a good kid but with a loose screw or two. His father Kain, along with his three older siblings, tried to raise him with a good sense of right and wrong, but it was hard to keep everything together, especially when his mother Diana was killed in a home invasion in 5 AI. The children drew together for strength, and Kain dove into his work with the Eternity Foundation to cope. Will wondered why it felt like his father was running away, but there wasn't a whole lot he could do; he knew his father's work was important. So when the prototype Canvas System was finished in 8 AI, Will jumped at the chance to volunteer; this was the best way he could support his father, by helping him with the research he'd worked so hard on.

As he grew older, Will's eyes opened to the world. He saw the injustice. He saw the horror. And he saw the few good people that were trying to make something for themselves and live their lives. Those were the kinds of people Will liked, and as he got into his mid-teens and his siblings saw Eternity as a delusion of power, Will saw it as a way to finally help the people that were trying so hard to help themselves. But at the same time, he knew that the world had a way of messing with even the best plans. He'd seen it happen, in his travels as one of the Timeless. He didn't want that. And he made his decision: if he could, he'd travel the world to provide his aid wherever he could. Even if watching all the destruction and loss hardened his heart, he took this as his mission.

Iris' declaration in 16 AI was the last straw. If she was going to gather power to herself, he was going to need to counter that power and protect the people. Because the Timeless weren't a tool of destruction. First and foremost, they were a family. And he was going to bring his sister to justice, because somewhere along the line she'd forgotten that, and if it took a fight to bring her back to her senses, he'd do it. It was nothing more or less than his duty as her little brother. His search for allies to take on the strongest of the Timeless brings him to the ship of heroes, the White Chalice...

Personality: Will is a bit of an oddball. He's got a gruff personality, but inside he really cares. He's short with people, but if he offends someone he can't sleep until he makes things right. He complains often about the state the world's in... but if he can help someone in front of him that's making an effort, he'll do it without a second thought.

Most of the time, Will is a pretty aloof person. He doesn't go out of his way to make conversation, he's a man of few words when he does talk to people, and he's not someone who values diplomacy above violence. The boy spends his time training himself, as well as working on his Eternity System and his Aspect. It's a fairly lonely life, but he doesn't mind it too much. That said, if he comes across someone who's doing their best to put their life back together, whether it's from the effects of the Impact, bandits, disease, famine, or whatever other tragedy struck them, he makes a point of stopping to help them out. His self-assigned mission is to help those who help themselves, and he does it any way he can. Food, water, propping something up, supplies, whatever. Small gestures, but he's trying to rebuild humanity's faith in the goodness of mankind, one person at a time.

Combat is something that Will knows is essential to life after Second Impact, let alone to one of the Timeless that serve as the enforcers of Eternity. He doesn't get too heartbroken over shooting something that needs to be shot, nor over destroying structures. If there's someone living in or otherwise using a structure, on the other hand, he's a little more reluctant to tear it down. That said, if something's angered him or threatened something he's agreed to protect, nothing on Earth (or beyond) will stop his revenge once he finds you. Which isn't as hard as most people would like.

Around people he doesn't know, Will doesn't really stand out much; he's fairly quiet, and when he does say anything it's fairly coarse. He'll speak to you if you ask, though, and he'll help with any jobs you need, especially if you'd just like an extra hand. Amusingly (and usefully), he's very knowledgable on a variety of topics. As he gets to know you, though, Will can adapt in a variety of ways. He'll start to keep more of a lookout for you to make sure you don't get into trouble, keep an ear to the ground for information you need (or expressed an interest in), consider you a little more in conversation... in general, become a little more human. It's a feeling he's forgotten slowly during his time as a demigod walking Earth during what served as the apocalypse.

Capabilities and Resources: Will has an Eternity System, giving him access to superhuman abilities and making his mind effectively a computer. His ability to retain (and access) information is very good, and once he's heard about someone he can identify them as soon as he seems them. He's also skilled at programming, be it a computer, a mecha OS, or just about anything else. His supernatural abilties, on the other hand, are mostly basic elemental manipulation and anything he can use for search and rescue, or assistance: flight, magnetism, super strength, and a number of minor abilities. All of these cost some of the mana that makes his mecha work, though, so in a combat situation he'll use them sparingly.

Robot Name: Hope
Robot Description: Will's Aspect is formed from his desire to help those who try their best to help themselves, and to give them a hand in a time of need. It's built tough so it can survive any combat situation, and he's outfitted it with a variety of weapons and implements to keep it going no matter the issue.

Hope is very much a super robot; it's got a little speed behind it when it really needs to move, but for the most part it's a big, bulky sort of unit, standing at 32 meters tall. Its primary color is a regal shade of blue, and Will's symbol appears as two joined hands on its face. The rest of the robot looks like something out of a pre-Impact super robot cartoon; it's all bulky metal pieces apparently held together with massive robot-grade screws. The arms and legs are horribly fat, important parts covered in high-end armor. All in all, it looks like something you would expect to take a rocket to the chest and not really care... and that happens to be the case. Hope's inherent energy shielding is very good; it takes a lot of abuse to get through to it, although enough fire will eventually force Will to take the shields down or risk burning himself out. With the shielding up, Will's found that he can totally ignore quite a few conventional weapons, and even a number of special things only available though the power of Eternity.

The weapons loadout is interesting, showing a mix of old-school and unreasonable Eternity abuse. There are plenty of old standbys: two beam sabers, a beam rifle, a machine gun, a large-caliber pistol, and a bazooka. All of these are easy to use and Will doesn't have to worry about energy consumption while he's got them out - the guns will even accept standard ammo for reloading. Less traditional is something interesting he cooked up: a beam chainsaw, which he calls Retribution. The weapon is nearly half the size of Hope itself, and consists of a large handle like a sword's, and then a base around which a number of quickly-moving sharp points of plasma navigate. Should the "chain" be damaged, it can be repaired with a thought (as can the whole weapon), making Retribution a dangerous prospect. The downside is that energy consumption is pretty significant to use it... but at the same time, it's a beam chainsaw. Retribution will work if someone other than Will has it, but it can't be repaired by anyone but him, and if Hope becomes dormant or is dispelled, the chainsaw returns to its back, where it rests when not in use. The various other weapons are in hangars on the legs, all handily foldable for ease of use.

Hope's Attribute is "life". It brings hope to the downcast and judges those who would snuff out others unjustly. Hope's sensor suite is somewhat more robust than the average Aspect; it can detect lifesigns at long range and of small sources without issue, and Will can tap into this Attribute to get a vague sense of the flow of events. With it, he can tell if something fishy's going on, if there's been a lot of death recently, very strong emotions, and so on, not unlike a very weak and general Newtype sense.

The major weakness to balance all this is low speed and agility. Hope can fly in both atmosphere and space in addition to spending time on the ground, but in all cases it's slow, though competent on attack. It can operate in water, but the Aspect will sink like a rock during combat when Will doesn't have time to maniupulate it to float toward the surface. The unit also won't really move fast, unless Will's pushing it to make it in front of an ally, in which case Hope's Attribute will kick in and help.

As an Aspect, Hope passes some of its damage as sympathetic injury to its pilot. If the head is destroyed, the unit is mostly blind; if the chest is severely damaged, the Eternity System ejects the pilot before they're killed from reflected wounds. If expensive skills and abilities, like energy shielding and the beam chainsaw, are overused, the unit's power supply becomes critical, and it will only be capable of slow movement and simple weapons (if that much) until its pilot is given time to recharge.
Terrain Stats:
Land: A
Air: B
Sea: C
Space: B

Upgrades: Somewhere down the line. I'll write it up later.

Job: One of the Timeless, the four "overseers" of Eternity.

Suggested Event List:

1) Hope, Lost
Character slots: Will Rogers, 4-6 more
Setting: A building somewhere in the Earth Sphere

Designed to be paired with another canon. A repeater station that carries an Eternity signal is under attack by some weird super robots, somewhere between three and six, when the Chalice comes across it. What's more, there's one robot similar to the others fighting them off trying to defend the station. The lone robot's holding its own, but against these odds even he's having trouble. If the Chalice chooses to assist (or something else they're more interested in fighting joins the fray), the lone defender, Will, will happily take the assistance to clear out the station, then help mop up whatever other troubles come along. He's been looking for the Chalice anyway, so he'll join up afterward.

2) Carried on a Song
Character slots: Will Rogers, 4-6 more
Setting: A friendly city somewhere in the Earth Sphere

Can be paired with another canon. A mingle log could set the stage for the mission. A nearby city has opened its gates to travelers and provides supplies to any who need them, regardless of affiliation, so the Chalice decides it might be a good time to stock up. The city itself is buzzing, and has one major claim to fame: the rising idol Aria Rogers, who happens to be the younger of Will's sisters. Will wants to investigate what's going on, since Aria wasn't really the sort to settle down in one place before, let alone as a songstress. Inspection of the city reveals that the citizens are totally devoted to their idol princess, perhaps oddly so. Upon confronting Aria, Will finds out she's controlling the people of the city; she's finally figured out large-scale control via her Eternity System, and she's basking in the attention. When Will tells her to stop, things get violent, and she orders everyone in the city to forcibly eject the Chalice and its personnel. Resistance is met with generic mobile suits (any canon), a few Aspects, and Aria herself in Envy, who will stop at nothing to keep control over her city. As much as Will tries to get through to her, it's a toss-up if she'll actually listen. If Chalice pilots are able to convince her that there's a better way, or give her enough attention to make her change her tune, she'll release the city's people from her control, promise Will not to use her powers this way again (much), and either stay behind or come aboard the Chalice. After this mission, Aria can be apped for play.

3) Protector's Roar
Character slots: Will Rogers, [Aria Rogers], 4-6 more
Setting: Around the White Chalice

Can be paired with another canon. A log sets the stage for the mission. Reports are coming in of entire towns and small cities being devastated by a large, dark, well-armed robot. The description coming in seems familiar to Will; a photo someone's taken proves it's Zane Rogers, Will's brother. The reports claim the figure is cutting a path to search for Iris Rogers to bring her to justice. Will, however, can't stand by and let Zane destroy the world to get to Iris, so he'll fly out to try and stop him. After a brief clash, Zane realizes the Chalice is nearby, and declares his intent to destroy it so Iris can't seduce them to the side of evil. Will argues over how misguided that assumption is, and Zane ignores him, bringing out a few Espers he's recruited to cover his charge in Wrath, aboard beefy Aspects. The Chalice deploys units to protect itself, and the battle is joined. Zane is a tough customer and has at least one anti-ship weapon of some kind modeled off another mobile suit's weaponry, along with a wide variety of more general weaponry to wreak havoc on things more his own size. If he's swarmed in mecha combat, Zane will blow a hole in the Chalice, dispel Wrath, and try to continue on foot into the Chalice, wielding the same weaponry he had while aboard his Aspect. Eventually the Chalice forces manage to subdue him and Will urges his brother to see sense. Zane grumbles for a while, but agrees that it seems like Will's found a group of people that could stand up to Iris at her worst. He moves to leave to keep looking for Iris, but he agrees he'll stop razing towns in his mad search. After this mission, Zane can be apped for play.

4) The Infinite Canvas (finale)
Character slots: Will Rogers, [Aria Rogers], [Zane Rogers], 4-6 more
Setting: The Eternity Foundation's headquarters, somewhere on Earth

Could be paired with another canon, but might be better played alone. A log sets the stage for the mission. A combat log is possible. An communication is broadcast through Eternity to the Chalice. The video is from Iris, who has captured the Eternity Foundation's headquarters by force, and taken her father Kain hostage. She will kill him and snuff out any Esper that doesn't swear loyalty to her in a few days' time (whatever's reasonable for mission planning), which is by now well over than ten thousand people. Will and his siblings won't stand for this; if they're not aboard, Aria and Zane contact him and agree to be there by the deadline. As they arrive, the Chalice is assaulted what seems like all the remaining Aspect-capable Espers and a whole slew of varying mobile suits (any canon), and there's no way to get any further; it's too dangerous. A team of Chalice pilots breaks through and sorties to liberate the Foundation facility. Iris' strongest allies are here to stop the party, and are giving no concern to collateral damage; she's got Aspects defending the outside, and should anyone come on foot, she's Espers in the halls to give them a nice surprise (fighting with high-grade mecha weaponry sized for SS characters, and the occasional Skill). It's a hard fight to the research lab in the deepest part of the facility from either route, but eventually everyone breaks through. In the cavernous research lab, Iris waits, Kain still held hostage. After a speech about saving the broken world as its master - for who else could rule but a god walking the Earth? - she summons Pride and blinks right behind Will for a brutal hit that seems to take him out of combat before it even begins. After several seconds, Hope begins to move again, and Will makes a speech about Iris' ideals being the wrong way to help people before the unit lets out a roar and joins the battle. It's a hard fight, but eventually the Chalice's forces are able to overcome her assualt and push her to the edge of defeat. She threatens to kill Kain one more time, but in a burst of speed, Will puts himself in front of his father to protect him. Iris screams about Will ruining everything and not understanding, and runs at him one last time to get to their father... and Will slices Pride cleanly in half. Iris, dropped onto the ground, sobs over her failure; Will drops down out of Hope and tries to console her, releasing Kain to help talk some sense into her.

4.1) Eternity (log)
NPC: Iris Rogers, Kain Rogers
Timing: Immediately after The Infinite Canvas

Kain thanks the Chalice for their assistance, and announces he's going to keep Iris at the Foundation's facility to try and help her work through her problems; he says he spent too long away from his family for his work, and that the world nearly paid the price, a mistake he won't make again. Kain and Iris do invite Will (and his siblings) to stay with them; Will smiles and refuses, saying there are still people to save in this world.

Sample Post: I has a testrun!
timeless_hope: (Default)
== Posts/Missions ==
[None yet.]

== Threads ==
10 with Eiji: in which Will meets a Rider and learns of new threats
timeless_hope: (Default)
Kain Rogers
Founder of the Eternity Foundation. Developed the Eternity System as a last-ditch effort to keep the Foundation's credibility and funding from going down the tubes. A bit of a workaholic, but loves his children, especially after the death of his wife Diana in 5 AI. Oversees the End of Eternity backend system, and isn't too proud to use it to check in on his kids from time to time. All business where the Foundation's work is concerned, to the point of addressing his own children by their title rather than by name. Horrified by the disaster in 15 AI and is working around the clock to help those he's cursed with a flawed life via Eternity. Feels like the incident with Iris is his fault for being too absorbed in work to truly understand her.

Iris Rogers
Aspect: Pride
The eldest of the four siblings at 24 years of age, and the most powerful of the Timeless. Iris took it hardest when her mother Diana died; they'd been very close, and she never really was the same after the attack; she spoke of making the world a better place in her mother's name when she thought nobody was listening. While all four of the children grew powerful quickly, Iris' lust for power to accomplish her goal drove her to spend as much time as possible learning every possible trick to the Eternity System, in the hopes of using it to become stronger than anyone else. She became drunk on the power as she grew ever stronger, and it started to consume her, making her something less than her old, caring self. Now Iris is bitter at the world that took her mother from her, and as her revenge - her last gift to her mother - she's using it to try and take command of all life, starting with End of Eternity. It's not going to be pretty if she succeeds... and it won't be an easy fight to stop her, either.

Pride is a powerful Aspect; many details about its loadout remain unknown, except that it mounts a variable manathrower, capable of spitting out a breath of fire, ice, electricity, acid, or any of a number of elements. It's rumored that her unit's Attribute is time control, but almost nobody that's seen it has lived to tell the tale.

Zane Rogers
Aspect: Wrath
The second son, 22 years old. Zane took a bit of a different approach: he realized early on that Eternity would spawn a number of crazies. And so he made his job to keep his siblings safe. Iris never needed much protecting, but Aria and Will would need some help to make sure nothing happened to them. He dedicated himself to protecting them, and maybe went a little to far. Eventually it stopped being about making sure they were safe from threats he could detect, and started to be about finding possible future threats and shutting them down before they could become an issue. He's blamed for the genocide of an entire village of organized criminals in a single night, among other things. But it's all for his family, for the Timeless. He's above being judged by mere humans.

There is no element of subtlety in Wrath. All that exists is weaponry, power, and the ability to make anything nearby very, very dead. Guns everywhere. Melee weapons for emergencies. Explosives. If it's highly destructive, it's aboard Wrath. To make matters worse, its Attribute is super speed, making it able to get almost anywhere in a flash, which in turn means it's a beast in combat. It's hard to defend against a machine gun at 50 yards when it's actually pressed against your head.

Aria Rogers
Aspect: Envy
The third daughter, 20 years old. While her older siblings were more fierce, Aria was always very laid-back. Even after Second Impact she didn't really concern herself too much with the state of the world. All she cared about was her image. Among the friends she had at the Foundation's facility, she was the most popular, and she worked hard to cultivate and keep that image. Eternity taught her that she could extend that image further and make herself someone that was popular and loved around the world, and she longed for that attention. She lost touch with the others because she was spending too much time figuring out how to use Eternity to better her image in the worst possible ways - glamers, compulsions on others, spreading propaganda. Even before Aria became skilled in manipulation, she swore never to use her talents on her siblings. But the Timeless are not what they once were. Nor is Aria. And her oath means little in the wake of Iris' betrayal.

The design of Envy is a little different. It's a small unit and isn't well-armed, but it instead works on illusions and reality-bending. Her favorite trick is to present an illusion of herself as some kind of pop idol (or something a little less tasteful, in some cases), and while the target is distracted, hack away with her favorite knife. Eternity makes the illusion even easier to perform while in Envy, complete with a larger, sharper rendition of her knife for dealing with well-armored targets Of course, if she's in trouble she certainly has options, not the least of which is using her unit's Attribute, stealth, to get out of trouble, or take out the threat.

Will Rogers ([personal profile] timeless_hope)
Aspect: Hope
Read about Will in his application.
timeless_hope: (Default)
Users of an Eternity System enjoy a number of benefits. The lowest-level of these, and the most common, is having access at all times to your vital stats - being able to actually quantify your life energy, spellcasting power, stamina, and so on, and view them in a visual form. The rest of a common gaming HUD is also present: map, news ticker formed from locally-gathered information, waypoints, information display on nearby people, and similar displays, plus the ability to modify these outputs both visually and to display new information. In short, Eternity keeps a user informed on their immediate surroundings through colecting information and organizing it readily.

Beyond this, Eternity gives the user access to new abilities through the power of their mind. Laymen refer to this as "magic", but it takes any number of names for the user; the most common is to just refer to it as a Skill. Skills run the gamut from the "mundane" (high jumps, running, darkvision) all the way on up to things that border on real magic (conjuring fire, water, and so on; flight; mind reading). Skills use the same energy, mana, that is used to pilot an Aspect. While an Aspect is being piloted, its pilot can't use Skills except through the Aspect, and not all Skills work the same for an Aspect as they do for an Esper - in short, Aspects have a different Skill set than their pilots, though not totally different.

Eternity Systems can link between each other readily; they feature a robust permissions system and a friends feature, along with a series of related features that rival the average modern MMO. Together, these let the average person communicate with their friends at a distance, share information and objects, and even set up things like teleportation magic to be centered on such a friend. This can also be tied into a mecha's FoF identification system (and is automatically used in an Aspect) for ease of target acquisition in an otherwise-rich environment. All of these services are made possible through what remains of End of Eternity.

Traditionally, Eternity receives messages and updates from a home base location; originally, this was the End of Eternity mainframe. EoE was severely damaged when it was hacked, and so while it can still transmit messages and updates, its other useful functions - remote diagnostics, remote shutdown, and detailed remote data display, among others - are not functioning. Instead, a number of those functions are replicated by another server, somewhere in the world, with the notable exception of the remote shutdown feature. The downside to this is that, somewhere in the world, someone is watching over all Eternity, waiting to make a move.

Eternity was discovered in 15 AI to have significant mental side-effects; anyone suffering from such effects that still has a hold on their sanity can access the tangential benefits of Eternity - increased memory, awareness of their own physical state, and so on - but cannot readily manifest the Skills that characterize the System, nor can they manifest an Aspect at all. It's said that a patch is in the works, but those who have already lost the power of Eternity will likely be unable to recover it, and the new Systems with the patch fixed will likely have drastically reduced power - Skills may not work the same way, if at all, and Aspects will likely be impossible to manifest except by those with the strongest minds.

A device, known as Black Canvas, exists that can suppress Eternity Systems within an optimal range of about a mile. The Timeless carry a few each as a means to help those whose Systems are hurting them; normally, they aren't affected by Black Canvas, though a physical switch on the device can make it so the four of them will lose their abilities, too; the switch also has another setting that only affects the Timeless. While a Black Canvas is disabling an Eternity System, only life-support and vital functions (for example, translation) are available, and Skills are unavailable in their entirety. Aspects cannot be manifest, and an Esper can't move into an Aspect within the area of effect.
timeless_hope: (Default)
An Eternity System unlocks the power of the mind. While there's a lot to harness out of that power, it takes a strong imagination and a lot of will to get truly useful effects. Elemental manifestation, flight, communication from across the world; all of these are possible with Eternity. The greatest power, however, is the manifestation of an Aspect, a huge construct formed from the user's thoughts, dreams, fears, and beliefs. Aspects look as different from each other as people do, but there are a few shared characteristics, partly because the low-level design documents for Aspects were shared by the Timeless shortly after the general availability of Eternity. The average size of an Aspect is about 28 meters tall (about 30-40% larger than the average Gundam); the units are generally just a little bulky, and at a glance are fairly well-armored for their design. "Small" units bottom out at around 24 meters; "large" units cap around 35 meters. Aspects can be anywhere on the real/super scale with respect to each other; however, all Aspects will be slightly closer to super robots compared to a more normal robot of similar build.

All Aspects feature a similar face: large glowing eyes in a variety of colors, a mouth that mirrors the pilot's expression, and the pilot's personal symbol, in the form of a tattoo on the left side of the face. The design of the rest of the unit is largely up to the Esper it belongs to, though almost all Aspects are composed of soft curves and graceful limbs. An Aspect's design also reflects the pilot's mental state; a hotheaded Esper might have an Aspect with powerful arms, even if it's not intended for melee combat, while an Esper whose forte is sniping may find their Aspect presents a smaller profile than most.

Aspect weaponry runs the gamut from the normal (machine guns, rifles, bazookas, physical or beam blades) to the high-end (energy weaponry, railguns, beam boomerangs) to the exotic (heavy bolters, sustained beam weaponry, energy whips) and straight into the impossible. The balance to all this power is that Aspects only have limited energy, pulled from the user. Stronger weaponry exhausts more of this energy than weaker weapons; similarly, things physics can't support are more expensive to manifest. When the energy runs out, the entire Aspect is useless. Even movement requires (small amounts of) energy. Aspects feature exceptional shielding that protects them from damage, but this too consumes the same energy that powers the rest of the unit; it can be voluntarily suppressed for invididual hits or turned off entirely to converve power. Heavily-armored units consume less energy to defend themselves, but high-speed movement consumes a fair amount in and of itself for such a unit. Lightly-armored units need lots of energy to defend against large hits, but are mobile and have long active times even at high speed.

Average Aspects have solidly powerful attacks; a weak Aspect can keep up with a mass-produced mobile suit while more than holding its own. A "decent" Aspect is a good match for an ace in a mass-produced suit. The truly strong Aspects, however, have one more trick up their sleeves: along with the varied weaponry available, they also have an elemental affinity, called an Attribute, and abilities tied to it. "Element" is a wide term here, too: anything from recognizable elements such as ice and fire, to less obvious ones like gravity, and even things like time. Anything that could feasibly be taken as something to manipulate, can be used as an Aspect's Attribute. The unimaginative use common elements; the Timeless all have unique and powerful Attributes at their disposal.

Aspects have three "modes": active, dormant, and dispelled. An active Aspect is being piloted; the pilot is inside it, in an imaginary space inside the unit. Hits to the Aspect cannot pierce through to the Esper controlling it; however, as an Aspect is damaged, the Esper inside takes sympathetic damage to match, though the pilot of a destroyed Aspect is merely knocked unconscious, not killed, and the majority of wounds from Aspect combat are not lethal. Damage to an Aspect is repaired over time via the pilot's will and energy, but takes a while; mundane repairs can speed the process along, and Aspects accept parts from many mecha, internalizing them and adapting them for their own systems so long as the part is relatively similar. If an Aspect's head is destroyed, the pilot is blinded, and will find their vision severely hampered for a time upon their exit from the unit; if the cockpit would be destroyed, the Esper is ejected first, to a location Eternity sees as safe (according to the particular pilot).

A dormant Aspect is not being used and is sitting somewhere. While in this state, the pilot can move from anywhere relatively nearby (within a mile or so) into the cockpit with a thought, though it's a strain on energy the further apart they are. Damage to a dormant Aspect isn't reflected on its owner. Dormant Aspects repair any damage they have (slowly) while dormant, and the pilot can sense the Aspect's surroundings as if they were inside it, though the Aspect can't move without being boarded first. The pilot can, however, speak through the Aspect without being inside it.

A dispelled Aspect is one that's not present in the physical plane; it's returned to its pilot's consciousness. While dispelled, an Aspect's loadout can be customized, its coloring changed, and so on; its overall design can also be changed, but this takes some time. An Aspect that is damaged cannot be dispelled until it's been completely repaired; the exception is an Aspect whose cockpit block is destroyed, which repairs slowly while dispelled, cockpit first. It takes time to summon an Aspect, though the pilot can move around while he's waiting for it. The further downside to summoning a dispelled Aspect, one which drives many pilots to just leave their Aspects dormant when not in use, is that the Aspect's senses are severely dulled for some time (usually five to thirty minutes) after it's summoned. Piloting experience can reduce, but not eliminate, this downtime; it's said Iris is at full sensory capacity in just five seconds.
timeless_hope: (Default)
"The endless power of the human mind," they said. The studies that show the average human only uses 30% of their brain. Everything pointed to some way to harness more of that power... but what was it? The Eternity Foundation was formed by Kain Rogers to research this and develop a solution, some way to harness the mind's energy. While it initially got strong support from various investors and firms, as the Foundation's research failed to turn out anything decisive (and marketable), the funding started to dry up, and with it Kain's hopes for the future. Everything lay in one last breakthrough: a way to make the mind open itself up and become something more than itself. It seemed crazy, but there wasn't a whole lot left to bank on, and if they didn't hit on something soon, the Foundation would be disbanded. So, with everything on the line, Kain showed his team, and his children, the prototype of the Canvas System.

The Canvas System, he explained, made the mind into a computer, endlessly reprogrammable, and capable of feats no normal human could match. Super speed, he claimed, flight, magic. He didn't actually know what the limits were. And so he wanted volunteers before he tried to present this to the public, lest the Foundation go down in shame. The first volunteers he got were unexpected: his four children. Each, for different reasons, was enamored by the idea. Iris, the eldest, saw a way to gain power in the newly post-Impact world. Zane, the second, saw a way to protect his family. Aria, the third, saw a way to stand out and make a name for herself. And Will, the youngest, wasn't even looking at the project itself - it was something his father had made, surely it would work and be amazing.

As much as he resisted, all four of the kids were stubborn and trusted their father's work; eventually, Kain allowed his children to participate in the experiment. In 8 AI, the first trial of the Canvas System began, with the four Rogers children as the subjects, by their insistence. The installation was successful in all four cases, and it was quickly discovered that he'd underestimated Canvas' power. Within an hour all four children were zooming about the room, accessing the facility's intranet on screens displayed before their eyes, outputting their vision to screens so people in the entire facility could watch. Canvas was a total success, and as the Foundation revealed this test's results, its popularity and influence went through the roof. The Foundation's board changed the system's name to match its own: the Eternity System. And research on a more general distribution began.

Kain quickly discovered that the System worked best when installed into children and teens; anyone over 20 had a hard time using it, and anyone over 30 may as well have not done it at all. Development forked in 10 AI into a different release for older users that is still under development to this day, but the release for the younger set continued to be popular. The Rogers children taught themselves how to reprogram Eternity, and became capable of things nobody thought possible. Eternity made it easy to access information; computers, the minimal remains of the Internet, books, everything became part of the knowledge of a user of the System, and could be referenced freely without needing to have the information at hand. All four changed their appearances (repeatedly), figured out how to make miracles out of the "magic" the System made possible, and generally became demigods. Kain needed a name for the user, and eventually hit on "Esper". His four children, the first four Espers, didn't see a problem with it.

In their newfound boredom, the four began to develop ways of truly setting themselves apart: giants made of thought, not unlike the giant mecha that became popular, but different in their own way. They called them "Aspects", and it became their pasttime to duel each other. The Aspects were powerful, though at first all four were clumsy at piloting them. Over the next several months, though, they became proficient at it, and the Aspects quickly became tools of war, if only amongst each other, and not to the death. The occasional bandit attack on the Foundation's facility was repulsed with amazing efficiency and power; the rare survivor told of giant mecha that wielded weapons that pushed the bounds of reason. The children decided that they needed a name for themselves, the beta group, those with the strongest Aspects. And in 13 AI, they chose their name, becoming "the Timeless".

Over the next several years, the Foundation made great strides in bring the System to a point it could be released, and in September of 14 AI, it was finally made available to the public, though it was expensive. Anyone 18 or younger, to a theoretical minimum age of six, needed only to grip the crystal and follow the simple instructions. Strict registration requirements were introduced, as it would be important to track who had an Eternity System, in case of emergency (or more likely, abuse). The backend system that managed all Espers was known internally as End of Eternity, as aside from being able to track the location of all Eternity users, it had the power to disable or even snuff out the System from someone deemed to be using it for evil. The Foundation had tens, even hundreds of thousands of people wanting access to Eternity, but they were only able to serve small numbers; in six months, ten thousand people were able to access Eternity and wield its power. The scientific community was impressed, and plans were put into place to speed up production and give access to the whole world.

The Timeless, meanwhile, spread rumors about the Aspects. That only the strong could manifest them. That those who were unworthy would have to fight for the right to keep their Aspect. Several hundred children were able to manifest an Aspect of their own design; the Timeless fought them all, and fewer than a hundred retained their Aspects afterward. They began to grow apart, too; Iris wanted more power than even the Foundation could give her, Zane wanted to fight off the aliens and evil organizations that threatened the Timeless' safety, Aria wanted to be someone girls across the world looked up to (whatever the stakes). Will, however, was undecided. He watched his siblings go crazy for their goals, unsure how to help them.

March, 15 AI. A year after the original release of Eternity to the public, reports come in to what remains of the news wires about horrible, undiscovered side effects of the mass-produced Eternity crystal. Some 70% of Espers talk of severe side effects: migraines; spontaneous unconsciousness; various mental disorders; bleeding from the eyes, mouth, and ears; sensory disruption or even permanent loss; even permanent disability or death. Those that have attempted (or succeeded) manifesting an Aspect are affected hardest. All affected users report that their ability to use an Eternity System is severely hampered or that the System has stoppped responding entirely. Sales drop to a rock-bottom level; only the hardcore and those with nothing to lose continue to attempt it, and among these new users, the side effect rate is still more than 40%.

Oddly, blame is not placed on the Foundation; experts insist that all the required research was done and Canvas was safe by anyone's measure. The cause of the new side-effects is unknown, but Kain's working theory is that trust in power of the System was low, and that somehow the System detected that the user didn't trust it, and responded in kind; basically, the brain attacked itself for safety's sake, and wound up causing serious issues as it destroyed itself to protect the would-be Esper from Eternity's power. The theory isn't largely shared outside the Foundation, since it sounds like even more fantastic logic than Eternity itself.

Amid public outcry, Eternity is pulled from sale in April of 15 AI; after significant research and additional testing, the Foundation is unable to pinpoint the cause, and a very limited number of Systems again become available for sale in March of 16 AI, with a significant number of warnings. Some 50 Systems are sold a month; of these, perhaps one manifests an Aspect. The side-effects remain disturbingly common. The Timeless, strangely, are unaffected, beyond perhaps an occasional headache; they're not entirely sure why, but they conclude it's probably because of all the changes they've made to their Systems over the years, in addition to their unconditional trust in their father's project. All but Will, however, descend a little deeper into their own personal madnesses. Iris blames the Foundation.

Mid-September, 16 AI. Fifteen thousand have purchased and installed Eternity Systems; fewer than three thousand Espers remain, some two hundred can reliably access Skills, and somewhere between thirty and forty have functional Aspects. One day, End of Eternity is hacked by an unknown assailant. The function to remotely disable Eternity is utterly destroyed and code is pushed to all Systems that makes it impossible to make a similar function without physical contact. And every single person with an Eternity System, working or not, hears a message: "I am Iris Rogers, the leader of the Timeless. All of you are, from this moment, subject to my will. Resist, and be deleted. Fight back, and be destroyed. I am she who will rule this world. Follow me, or end."

As the announcement ended, Zane stormed out the door swearing to bring his sister to justice; Aria left to seek her sister for a reason she didn't reveal. Will watched his brother and sister leave, wondering what to do about them all, and when an answer didn't reveal itself right away, started to search for assistance. Even the Timeless didn't dare try to fight Iris on even footing. His only hope would be to find others that would assist his cause. Will's search eventually brought him to the White Chalice, a ship that traveled the world to defend the innocent...

Profile

timeless_hope: (Default)
Will Rogers

January 2013

S M T W T F S
  12345
6789101112
13141516171819
20212223242526
2728293031  

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated May. 22nd, 2025 12:31 pm
Powered by Dreamwidth Studios