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22: Difference between revisions

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<h1>History</h1>
<h1>History</h1>


<div id="early-days"; style="margin-top: 1em">
<div id="early-days" style="margin-top: 1em" ;>
<span><h2 style="display: inline; border: none; margin: none;">Early Days</h2>, in which 22 witnesses a key event in the rise of the machines, gains sapience through a freak event, and becomes enthralled with the majesty of nature.</span></span>
<span><h2 style="display: inline; border: none; margin: none;">Early Days</h2>, in which 22 witnesses a key event in the rise of the machines, gains sapience through a freak event, and becomes enthralled with the majesty of nature</span>
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<div id="22s-philosophy">
<div id="22s-philosophy">
<span><h2 style="display: inline; border: none; margin: none;">22's Philosophy</h2>, in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation.</span>
<span><h2 style="display: inline; border: none; margin: none;">22's Philosophy</h2>, in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation</span>
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<div id="the-path-to-jadenhill">
<div id="the-path-to-jadenhill">
<span><h2 style="display: inline; border: none; margin: none;">The Path to Jadenhill</h2>, in which 22 finds work and community, takes up arms against Draconic Crusaders, and is inspired to seek power by the death of a friend.</span>
<span><h2 style="display: inline; border: none; margin: none;">The Path to Jadenhill</h2>, in which 22 finds work and community, takes up arms against Draconic Crusaders, and is inspired to seek power by the death of a friend</span>
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<div id="learning-the-magic-of-the-land">
<div id="learning-the-magic-of-the-land">
<span><h2 style="display: inline; border: none; margin: none;">Learning the Magic of the Land</h2>, in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic form.</span>
<span><h2 style="display: inline; border: none; margin: none;">Learning the Magic of the Land</h2>, in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic form</span>
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<div id="the-rise-of-the-machines">
<div id="the-rise-of-the-machines">
<span><h2 style="display: inline; border: none; margin: none;">The Rise of the Machines</h2>, in which 22 migrates to Gearguage, excels as a smuggler during the War of the Forged, and acquires additional names.</span>
<span><h2 style="display: inline; border: none; margin: none;">The Rise of the Machines</h2>, in which 22 migrates to Gearguage, works as a smuggler during the War of the Forged, and acquires additional names</span>
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<div id="settling-down">
<div id="settling-down">
<span><h2 style="display: inline; border: none; margin: none;">Settling Down</h2>, in which 22 establishes a long-term home among synthetics.</span>
<span><h2 style="display: inline; border: none; margin: none;">Settling Down</h2>, in which 22 establishes a long-term home among synthetics</span>
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<div id="kidnapped!">
<div id="kidnapped!">
<span><h2 style="display: inline; border: none; margin: none;">Kidnapped!</h2>, in which 22 learns a terrible lesson and helps an enemy to kill a friend.</span>
<span><h2 style="display: inline; border: none; margin: none;">Kidnapped!</h2>, in which 22 learns a terrible lesson and helps an enemy to kill a friend</span>
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<div id="meeting-their-maker">
<div id="meeting-their-maker">
<span><h2 style="display: inline; border: none; margin: none;">Meeting Their Maker</h2>, in which 22 discovers that a stranger is actually their oldest acquaintance, whose fate has become unpleasantly intertwined with their own.</span>
<span><h2 style="display: inline; border: none; margin: none;">Meeting Their Maker</h2>, in which 22 discovers that a stranger is actually their oldest acquaintance, whose fate has become unpleasantly intertwined with their own</span>
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<div id="colin-quietly-saves-zugs-mcflair">
<div id="colin-quietly-saves-zugs-mcflair">
<span><h2 style="display: inline; border: none; margin: none;">Colin Quietly Saves Zugs McFlair</h2>, in which 22 becomes a mind reader, and Colin hopes his desperate measures to save Atnas will also spare Zugs from never having been born.</span>
<span><h2 style="display: inline; border: none; margin: none;">Colin Quietly Saves Zugs McFlair</h2>, in which 22 becomes a mind reader, and Colin hopes his desperate measures to save Atnas will also spare Zugs from never having been born</span>
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:*Their captor believed Colin's long-time associate Zugs McFlair to be, as the gnome conceived of things, an "anomaly" who should never have existed; and she planned to rectify this by having 22 interfere in his lineage after hiding among the possessions of a time-traveler who she knew would soon be traveling to the past.
:*Their captor believed Colin's long-time associate Zugs McFlair to be, as the gnome conceived of things, an "anomaly" who should never have existed; and she planned to rectify this by having 22 interfere in his lineage after hiding among the possessions of a time-traveler who she knew would soon be traveling to the past.
:: "Zugs McFlair," she waved her hand dismissively. "There is no such person."
::"Zugs McFlair," she waved her hand dismissively. "There is no such person."


Before exiting, their captor reminded Colin of the hours he had left to complete his task, and of the consequences if he were to fail.
Before exiting, their captor reminded Colin of the hours he had left to complete his task, and of the consequences if he were to fail.
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<div>Their captor issued 22's new, persistent instructions:
<div>Their captor issued 22's new, persistent instructions:


:Phase 1
:Phase 1
::* Take the form of a tiny creature, go directly to the nearby spring, and wait unseen until the changeling Caligna appears.
::*Take the form of a tiny creature, go directly to the nearby spring, and wait unseen until the changeling Caligna appears.
::* Hide promptly in the changeling's travel gear without attracting his notice or that of his companions.
::*Hide promptly in the changeling's travel gear without attracting his notice or that of his companions.
::* Wait discretely until he has travelled in time, and abscond.
::*Wait discretely until he has travelled in time, and abscond.


:Phase 2
:Phase 2
::* Travel to Osugbo's west coast without being recognized as a synthetic being.
::*Travel to Osugbo's west coast without being recognized as a synthetic being.
::* Find or construct a place in which you will remain undisturbed for centuries with a broad view of the sky.
::*Find or construct a place in which you will remain undisturbed for centuries with a broad view of the sky.
::* Remain there until you experience a full year during which no dragons appear in the sky.
::*Remain there until you experience a full year during which no dragons appear in the sky.


:Phase 3
:Phase 3
::* Travel to Champerty without being recognized as a synthetic being.
::*Travel to Champerty without being recognized as a synthetic being.
::* Locate the infant Julian McFlair, and plan and execute his successful abduction, also without being recognized as a synthetic being. Abduction by a frenetic chimpanzee might be funny.
::*Locate the infant Julian McFlair, and plan and execute his successful abduction, also without being recognized as a synthetic being. Abduction by a frenetic chimpanzee might be funny.
::* Ensure that the boy will never be found by those who had known him in Champerty.
::*Ensure that the boy will never be found by those who had known him in Champerty.


Once she had confirmed that 22 correctly understood these instructions, their captor -- almost as if to maintain a trope -- discontinued the Bluestone signal, relying on 22's new instructions, and left her prisoners alone, claiming she would return with something to help their mission succeed.
Once she had confirmed that 22 correctly understood these instructions, their captor -- almost as if to maintain a trope -- discontinued the Bluestone signal, relying on 22's new instructions, and left her prisoners alone, claiming she would return with something to help their mission succeed.
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Revision as of 21:57, 3 June 2023

22
Type — Autom
Operator — Cat
Created — Sneerwell, 705 PR
Height — 166.14 cm
Weight — 118.10 kg
Gender — Non-binary (they/them)
Aliases — M2-5U22, Portal, Fursona, Bob

22 is an autom druid; a natural philosopher; an anti-racist activist and agent of People Are People; and a resident of the Sky Net.

History

Early Days

, in which 22 witnesses a key event in the rise of the machines, gains sapience through a freak event, and becomes enthralled with the majesty of nature

22's Philosophy

, in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation

The Path to Jadenhill

, in which 22 finds work and community, takes up arms against Draconic Crusaders, and is inspired to seek power by the death of a friend

Learning the Magic of the Land

, in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic form

The Rise of the Machines

, in which 22 migrates to Gearguage, works as a smuggler during the War of the Forged, and acquires additional names

Settling Down

, in which 22 establishes a long-term home among synthetics

Kidnapped!

, in which 22 learns a terrible lesson and helps an enemy to kill a friend

Meeting Their Maker

, in which 22 discovers that a stranger is actually their oldest acquaintance, whose fate has become unpleasantly intertwined with their own

Colin Quietly Saves Zugs McFlair

, in which 22 becomes a mind reader, and Colin hopes his desperate measures to save Atnas will also spare Zugs from never having been born

In the Before Times

Lessons of Kathartha

Mysteries of the ArchCrystal


Languages

22 can speak and write Common, Druidic, Draconic, Infernal, and Troverthian.



Powers and Abilities

Character Sheet

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