There's so much I want to argue about this, but since I've chosen to roll with the fact that we're in an air-boat, and the person wearing the prosthesis is a dragon, I think I can stretch out my acceptance of the scenario. (Though I absolutely am going to call it out in-game, because that is so silly.)
Name: Jenny Coleman
Occupation: Navigatrix/ Professional Explorer
Reason for travel: Desire for fame and adventure.
Favourite weapon: Large chopping knife strapped to the small of her back, a twin barreled derringer carried in her inner jacket pocket, and a sturdy revolver loaded with phosphorus bullets carried in a thigh holster. (When impacting airship envelopes, the bullets are incendiary, meaning that a single bullet could potentially destroy an entire airship's envelope.)
Description (Physical): A dark skinned woman with a toned body and more scars than most cage fighters. Jenny keeps her curly black hair cut short, and walks with a slight limp. Her left calf is covered with burn scars. While not often described as beautiful, Jenny carries herself in such a way that she's most described as 'stunning'. Although she dresses in the sturdy garb of an Aviatrix, she has kept a small satchel of expensive jewelry that she wears on special occasion.
Concept: Amelia Airhart, but she she came back from flying around the world, and she had insane adventures during the trip.
Personality: Jenny is driven by the desire to become so famous that her name will be remembered throughout history. Trained as a girl for life in upper society, Jenny is able to slide between worlds, morphing from a derring-do aviatrix explorer to a charming debutante.
History: Daughter of an incredibly rich industrialist, Jenny was raised in a sheltered environment, learning how to be a proper lady of Society. It was during this time that it became vogue for young women to fly planes. While most who took up the hobby eventually fell out of it for the next fad, Jenny remained fixated by the experience of flying a plane. She spent more and more time in the air and the hangar, neglecting social functions for learning how to maintain her plane, as well as learn how to read navigation equipment for longer flights. Eventually, it came to the point that her father, who had used to encourage Jenny's fascination with flying, decided that Jenny spent too much time in the air, and threatened to sell her plane. This was too much for Jenny, and she chose what had been the unthinkable- she ran away. Taking her expensive racing plane to a rougher hangar in the city, she sold the first love of her life along with most of her jewelry to buy a sturdy workhouse plane and enough supplies to take her hundreds of miles away. When she ran out of money, she started ferrying people and belongings between islands. Then she learned she could make even more money if she ferried crime lords and all sorts of illegal things between islands. Then she learned that if you anger a crime lord, you need to be willing to leave and go into the wilds for a very long time until it's safe. Then she learned that you can die easily in the wilds, with nobody to remember your name. Then she learned that she didn't want to die without anybody remembering her name. Then she learned that if she does amazing things, people will know her name.
It's been 7 years since she left her fathers home, and the once pampered girl with a hopeless dream of flying has morphed into a hardened aviatrix with ties to criminals and has done and seen things that keep her up and night sometimes, and is in a desperate bid to become immortal through risking her life. When her last plane was wrecked in a dogfight with a half dozen dragon mafiosi, Jenny managed to party crash on the birthday of Lord Higgin's niece, and convinced him that she was the perfect pilot for his SkyShark.
I really really want to play as a privileged socialite-cum-romance artist who only got into the colony to stop a scandal from exploding with one of the board members. He managed to win himself the role of 'colony-poet laureate' and would have started the first colony gossip mag, convinced the assistants in one of the biochemistry labs to start whipping up narcotics, and would host wild underground orgies of sex and drugs. He would be the center of the bohemian scene on the colony.
I think a raving hedonist is exactly what a struggling utopian colony needs. Besides, scientists need to party
I'm playing with the idea of a starving student that was hired by some Verdanian lord to study old Varasian ruins. While there he would discover an ancient journal written by an old hero from several nights past, which he would read, kicking off his own heroic transformation.
when the Division nullifies mystic powers, do they just make it so that no new powers can be used?
So if Sara is in a room that she had already turned into a foggy pit of abandon, and then the anti-sound device is used, does this mean that the fog disappears, or that no new fog can be created?