angelcage: (pic#17660747)
Tristan ([personal profile] angelcage) wrote2025-04-21 11:53 am

TTRPG CHARACTER 7: Solvent Torr


BASIC INFO

NAME:Solvent Torr
GAME: Beam Saber: Sovereign Waltz
SOVEREIGN POWER: Tritonic Church
PLAYBOOK: Bureaucrat
GENDER: Male, but will present female when other dudes are around to avoid macho pissing contests

STATS

Hunt: 2
Study: 1
Survey: 1
Consort: 2
Interface: 1
Bombard: 2
Scan: 1

LOOK

Lean. Impatient. Hair & the right iris has a blue stripe.

SOLVENT TORR
PERFECTIONIST, IMPATIENT, PAPER TRAIL SHREDDER


BACKGROUND
Beam Saber: Sovereign Waltz is a homebrew setting for a mecha pilot game. Under this setting, five grand sovereign powers— The Morningstar Calyx, The Kingdom of the Aster Eternal, The Disciples of the Tritonic Church, the Anolyte Union, and the Terrestrial Industries Federated— each have staked out their own portion of space and have a contentious relationship: rivalries over resources, deep philosophical divides, and an abiding skepticism of the other powers' goals. These rifts sometimes erupt into violence.

With the Disciples of the Tritonic Church— any of the sovereign powers, really, but them in particular— it is good to know that actions against them do have some good grounds. Founded when a scientific colony on a deep-sea planet began to fall to a mysterious malediction that none of their research could find the cause of, much less the cure, the child of one of the scientists became the first Prophet by jettisoning their body into the cold abyss and emerging whole, but changed. This tradition continues to this day and is core to the Tritonic Church-- a ritual where at the age of 13 you leave your human life behind, where you are drowned in the cockpit of a Tritonic Church mech filled with void water. The Transcended don't need to breathe air and can survive in the void, be it space or in the depths of the sea. They also remember none of their lives before they Transcended, though they still retain procedural memories and knowledge. They will not remember who their best friend was, but they will remember how to shoot a bow and arrow, for instance.

Those who transcend re-emerge from their cockpits with a title, bestowed upon them by the process itself. They know it innately, and the role it gives them. For Solvent Torr, this meant the task to dissolve things no longer necessary to the colony: to make sure files detailing old operations don't make it out into wider circulation, and are destroyed. He scrubs through information and see to it that it is made gone.

His feelings on it? Solvent finds it a bit unfortunate to have been tasked with the manual making of void. It is all very well to wait and know of the ultimate task, but in the meanwhile there is minute granualar erasals that must be made. It is trying, it is messy, it is unpleasant. It especially unpleasant because it feels so hopeless in the grand scheme of things. He has done so much work, and yet there is so much left to do.

Also because this is a mech game, he also pilots a robot. Though Solvent doesn't remember childhood, growing up on the deep water colony of Torr, children are taught diving so they can leave their raising pods— and so envy roots within them at the adults that can move so freely amongst the depths. Solvent is thus fairly skilled at submersible mech operation.


ABILITIES
Red Tape: When you can quote a regulation that would prevent a Consequence, you may roll Resolve to resist instead of any other Pilot or Vehicle Attribute.
EDITORIAL
The setting for this is homebrew and can be viewed here. There's a lot of sheets I have-- charts for name generation, tragedies, etc. I've run this setting a few times, and it's a lot of fun! But because I'm the GM I never end up making my own characters, so I wanted to. I skipped making a mech for Torr though, because I find that less fun.